Wishlist for classic mods #2740

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Mailaender opened this Issue Mar 7, 2013 · 15 comments

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Mailaender commented Mar 7, 2013

  • left click mouse controls #2579
  • vertical scroll build palette
  • vertical power-bar
  • production speedup #2548
  • official maps #2573
  • fog of war removal #2614
  • classic engineer behavior
  • unit stats from rules.ini
  • movement flash #2592
  • custom build time for proc/hpad #2164
  • line build removal
  • target/movement lines removal
  • no bounties for kills
  • no unit ranks
  • no extra effects: husks/trails removal
  • thief
  • remove power-down
  • country modifiers
  • yak strafing #2642
  • attack bridges with submarine and tanya #2097
  • remove queueing
  • dogs need to run when ordered to attack
  • remove auto scattering from infantry
  • harvester needs to bring in $700 not $500
  • remove bib from kenn in the yaml - it never had one and it messes up the placement footprint
  • spawn an e1 infantry unit when vehicles are destroyed #3926
  • make silo and friends give buildable area
  • remove defense queue

Mailaender referenced this issue Mar 8, 2013

Merged

Classic mods #2741

Contributor

psydev commented Mar 11, 2013

C&C Classic:

  • Orcas / Helis should stop twitching when they stop moving, because it prevents landing at HPAD
  • Pre-requisites should be one-time, and you shouldnt need to continue to have the building once it's been met.
  • Disallow units with 0 shroudreveal (orcas, helis) from entering shroud.
  • Orcas should take off from helipad and go to rally point after re-arming
  • Orcas should take off from FIX and go to rally point after repairing
  • X button should return helis to base (as in C&C 95), while F should tell them to land/unload. [We should make this happen in CNC, too.]
  • Nuclear missile should arrive in 2-3 seconds instead of however long hard-coding makes it (based on animation and map size?)
  • Vehicles should move slowly when health in the red
  • Riflemen sometimes emerge from destroyed humvees, etc.
  • A chance that passengers will survive APC destruction, with some damage
  • Orcas should be able to land. (Making LandesWhenIdle=yes doesn't seem to do it)
  • For support powers, AllowMultiple=yes does not let you click on the icon in-game
  • You should be able to force-move a unit on top of an enemy unit. (To crush. BIKE should be crushable, apparently, too). Force-move on top of a wall would also be nice.
  • Actors with FireDelay need to check if target is still in range before firing. (#2710)
  • Units that pick up cloak crate should have posture set to HoldFire
  • Multiple infantry (5) show up in crate together
  • AttackFrontal should allow bursts to come from multiple locations, the same way AttackTurreted does (for FTNK)
  • Make the game's default anims [.shp] show up when you pick up a crate with money, get an airstrike, etc.
  • Lobby option to enable/disable MCVs being re-deployable (default should be yes, IMO. C&C 95 == no)
  • Crate that heals your units/buildings? (Apparently there's one that repairs all your buildings... Not tested it)
  • Proper implementation of cloak timing (#2898)
  • Orcas should swoop around like planes do instead of move in any direction. But they should not circle when standing idle like the mig does.
Owner

Mailaender commented Mar 17, 2013

The previously closed-source Dancing Monkeys fork added some legacy compatible changes. Some are horrible (hard-coding the resolution to 800x600) and and scattered around many commits that add broken stuff which gets fixed later on. Their production queue speed up uses lot's of float math which is known to cause desyncs and fixed in recent OpenRA versions. Still worth a look, but be careful when re-using their code to not introduce new bugs:

Owner

Mailaender commented Mar 17, 2013

@Iran might be able to contribute some stuff from https://github.com/Iran/ClassicRA

Contributor

psydev commented Mar 17, 2013

Personally, I would like to keep helis that explore terrain. I don't know that many people who will think this is a bad idea. This is kind of in a grey area between flaw/feature. If people complain about it, it can always be changed.

Owner

Mailaender commented Mar 17, 2013

Yes, they can fly through shroud. They just won't reveal it. I don't know if it's a bug, Westwood2D engine limitation or they really wanted to prohibit aircraft scouting.

Contributor

psydev commented Mar 18, 2013

Me neither. I generally believe that for the Classic mods that we should stick as closely to the original as possible. However, there are a few exceptions. For example, in CNC, I believe we should allow buildings to be built 1 square apart, instead of right next to each other. I think that there are certain things that we can/should change, because certain things add no gameplay value and are anachronistic oversights. I think aircraft exploration is one of those things.

Contributor

dan9550 commented Apr 2, 2013

Also i recently learn't when i was playing RA a few days ago there was some kind of formation functionality that you were able to apply to teamed units by pressing the "F" key, im guessing we would want to include this also?

Owner

Mailaender commented Apr 2, 2013

If we implement that we might want to do it without the slow unit speedup exploit which is explained at http://ra.afraid.org/html/extra/cheats.html.

Contributor

dan9550 commented Apr 2, 2013

of course, why implement an exploit :)

Owner

Mailaender commented Apr 2, 2013

It is hard to draw the line for some people what is considered an obvious glitch and what is part of the game rules the developers imagined and the players love: http://cnc-comm.com/community/index.php?topic=2231.0

Contributor

dan9550 commented Apr 2, 2013

yes i saw that thread, but that one really sounds like it should be fixed, i suppose at the end of the day its entirely up to the players.

Contributor

dan9550 commented Apr 16, 2013

See i have been thinking just recently i think we should implement these classic mods (not at a high priority) but i don;t think we should 100% replicate the original game we should just replicate the gameplay. While using a modern engine and interfaces etc.

I don't see the reason to bother with the vertical scroll palette and power bar, at least not until everything else is done and people are demanding it.

Contributor

psydev commented Apr 16, 2013

I 100% agree. And if they really demand it, then the programmers among them should code it themselves =)

It's not like there's anything wrong with a modern UI interface.

Contributor

dan9550 commented Apr 18, 2013

I did a few of the quick fixes for the classic mod here https://github.com/dan9550/OpenRA/tree/classic

Owner

Mailaender commented Apr 18, 2013

@dan9550: Send a pull request when you think you are done, to get it tested, reviewed and merged.

Mailaender closed this Apr 20, 2013

This was referenced Apr 20, 2013

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