Openra: Add TS features required for a full remake

Created on 5 Apr 2015  路  24Comments  路  Source: OpenRA/OpenRA

Features that need to be added for a (nearly) complete remake:

  • [x] Z-Buffer support for the renderer #7520
  • [x] Split shadow sprites #3571
  • [x] Installation from CD #3883 and asset download #3888 including music #8161
  • [x] Installation of Firestorm assets from CD and download. #12429
  • [x] Turrets attaching to walls #4970
  • [x] Radar dishes that stop spinning on low power #5138
  • [x] Remappable resources #5155
  • [x] Idle overlay sprite support #3681
  • [x] Overlays that only animate with active production #5134
  • [x] Construction yard crane overlay #5124
  • [x] Voxel harvester unload animation #5797
  • [x] Harvesting sprite animations #3458, #7204
  • [x] Building plugins (components) #7812
  • [x] Resource splattering for destroyed units containing Tiberium #2346
  • [x] Hovering #7033
  • [x] EMP

    • [x] stun actors #6653

    • [x] overlay animation #8581

    • [x] but as a super weapon #7349

  • [x] AlphaImage support #7853
  • [ ] Ion storms #13953

    • [x] Lighting [#7863]

    • [ ] Disabling actors

    • [x] Lightning #7872

  • [x] AmbientSound #7871
  • [x] Individual weapon factory door overlays #7862
  • [x] Support for per-height-level ambient lighting [#3605]
  • [x] Gates #9981
  • [x] Subterranean movement (and detection of it) [#7777]
  • [x] Make actor height customisable [#7717]
  • [x] draw stealthed actors semi-translucent instead of in shadow color #8996
  • [x] Carryalls to manually pick up and release units #8954
  • [x] Laser Fence logic #6072, #10790
  • [ ] Firestorm generator logic and effects #10789
  • [x] Voxel image changing when moving over water terrain type (for amphibious APC) #7981
  • [ ] Particle effect system (damage/wielding sparks, railgun, gas clouds, smoke) #13956
  • [x] WithChargeOverlay (for Obelisk) #7982
  • [x] Tunnel system [#6410]
  • [ ] High Bridges [#8917]
  • [x] Refactor missiles [#7509]

    • [x] Airburst for missiles

    • [ ] Weapon spawning from airburst

    • [x] Projectile (missile) acceleration

    • [x] Customisable cruise altitude for missiles (and support for arcing flight curve) [#3736]

  • [ ] Add support for voxel projectiles [#7673]
  • [ ] Add support for voxel debris
  • [x] Improved LaserZap (more fine-grained "facings" for start/end of lines) #8009
  • [ ] Damage at current projectile coordinate during flight (for flamethrower)
  • [x] Line damage (for sonic zap and rail guns) [#4458]
  • [ ] "Rocker" property for warheads (make voxels 'rock' on impact) #13949
  • [ ] Deforming terrain by weapons #13951
  • [ ] Meteors #13950
  • [x] Small visceroids fusing to a single large one #10791
  • [x] Drop Pods #13928
  • [ ] Hunter-Seeker logic (release as support power not individual units) #12918
  • [ ] Waypoints #10470
  • [ ] Ice cracking logic [#8918]
  • [ ] Veinhole logic #9690

    • [ ] Vein rendering #9688

    • [ ] Veins recede after veinhole destroyed #9689

    • [x] Veins should damage vehicles and buildings #9690

    • [ ] Gas projectile when attacked #9691.

  • [ ] Chemical missiles [#7775]
  • [ ] Cluster missiles [#7773]
  • [x] Component Towers/Gates can be placed on walls, replacing them #12088
  • [ ] Actor acceleration/deceleration, as well as speed modifiers for moving up/down a slope #13954
  • [ ] More control over some AI aspects (squad composition, probability of squad type, etc.) #9021
  • [ ] Significantly improved Pathfinding performance
  • [ ] Train logic (movement restricted to tracks) #2652
  • [ ] Tiberium explosion chain reaction #13955
  • [ ] Forest fires (if tree burns, nearby trees can catch fire) #6403
  • [x] Bouncy bullets (disc thrower)
  • [x] Jumpjets (might be doable with existing logic) #12577
  • [x] Armory (inf enters, returns as veteran, might be doable with existing logic) #8210
  • [x] Hospital (hurt inf goes in, exits healed) #10363
  • [ ] Ion cannon ripple effect
  • [x] Cyborg logic (permanently lose legs when brought to low health once) #8261
  • [x] configurable tilt/roll/pitch angle for voxel aircraft #13947
  • [ ] Tiberium fiends logic (run to Tiberium and lay down to heal) #13946
  • [ ] auto-deploy attacks (artillery, tick tanks) #13039
  • [x] Wakes #5858
  • [ ] destructible cliffs #13829
  • [ ] NoMovingFire=yes support #2327
  • [x] Harvester docking overlay sprite #10364
  • [ ] Scripted map bound changes #8221 etc.
  • [ ] Waterfall terrain animations #13929
  • [ ] Concrete plates / pavement #7878
  • [x] Differentiate between Cabal/EVA voices and Nod/GDI icons #8799
  • [ ] Vehicle tilting on slopes and bumps #9012
  • [x] Right-click switch scrolling #9518
  • [x] Eject cargo on destruction #3768

This list is probably far from complete.

Meta Tiberian Sun

Most helpful comment

I would preferred a manually controlled carryalls but with full auto mode if they were "docked" at refinery. :) also I d like to add Cliff shadow feature in the list.

All 24 comments

What is Manually controllable Carryalls? The carryall aircraft in TS _can_ be controlled by the player.
Drop Pods is just a new type of paradrop.
Firestorm generator logic and effects isn't needed for TS, it is a feature of FS.

What is Manually controllable Carryalls? The carryall aircraft in TS _can_ be controlled by the player.

Basically the same as https://github.com/OpenRA/OpenRA/issues/4312 but for Tiberian Sun as opposed to the automatic carryall system we have for Dune 2000. [#6780, #7033, #7167]

Then :-1: for that which is a pretty fundamental change.

Renamed it to Dropships to manually pick up and release units (Carryalls). Hope this is easier to understand now.

@Phrohdoh:

Firestorm generator logic and effects isn't needed for TS, it is a feature of FS.

Please check the facts first, this is simply completely wrong.

Then :-1: for that which is a pretty fundamental change.

I don't get what your problem is. In original TS the Carryall (not Dropship) was controllable and could pick up vehicles you could then transport anywhere on the map. Why :-1: a feature original TS had?

@Mailaender: Changed back to Carryalls, Dropships were not controllable (they appeared in single-player only, actually).

Ah sorry I read Matt's comment wrong. I thought he meant using the Carryalls in the same way that D2k does.

I would preferred a manually controlled carryalls but with full auto mode if they were "docked" at refinery. :) also I d like to add Cliff shadow feature in the list.

Installation of Firestorm assets from CD and download.
I don't think this has a place here.

  • #8161 should be added to Installation from CD #3883 and asset download #3888
  • #7888 should be added to: Gates #3196
  • Ice cracking logic should be named to Actor Weight per Actor support (Ice cracking logic)
  • Add Cyborgs can go berserk

8161 is not asset downloading.

[ ] Buildlimit per structure is missing in the list <- required by upgrades (Plugable Upgrades)

That's actually already possible.

it isnt... in vanilla it wasnt able to place 2 ION plugs on the same Upgrade centre :( one per centre... afaik i also asked friends and they remember also that it was only possible to build one upgrade per centre

This is an issue for tracking what features need to be implemented. The build limit is possible. What you are talking about is simple polish.

it isnt... in vanilla it wasnt able to place 2 ION plugs on the same Upgrade centre

Vanilla TS does allow this - I specifically tested this while building our version of the upgrade plugs.

LipkeGu you're wrong I'm afraid :-)
You can certainly build two identical plugins for structures (GAPLUG more specifically) in TS and FS.
Not that there is any point.

12088

Most of these issues have their own tickets that can be filtered by the Tiberian Sun label in the issue list, and the ones that don't should. Closing this as it is no longer necessary.

Added some more tickets with references for features listed here.

For Weapon spawning from airburst we should probably try adapting @GraionDilach's FireShrapnelWarhead. FireClusterWarhead is unsuitable, code-wise, though the name might fit better for our presumable main uses (TS Cluster-, Chemical- and Cyborg Reaper missiles).

Ungh. I really don't like the implication of name-conflicting there - also note that RA2 had FCW as cluster logic. Although indeed, I was also opting for carrying FSW over back at #11624 when I closed it, because of the impacttypes prerequisite.

Well, we might as well stick to FireShrapnelWarhead, if there are no strong arguments against it. Now that I think about it, your FCW would probably be a better fit for the Chemical Missile, since it spawned gas clouds on 3x3 cells in the original, iirc, so we might need both warhead types (or investigate fusing them).

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