New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add C&C:TD campaign #4988

Open
obrakmann opened this Issue Mar 29, 2014 · 56 comments

Comments

Projects
None yet
@obrakmann
Contributor

obrakmann commented Mar 29, 2014

This ticket is meant to track the development of the campaigns for the C&C:TD mod.

Prerequisites other than missions

  • #4400 Celltriggers
  • #4541 Lua integration of objectives panel
  • #4035 Campaigns menu
  • #4874 Restart mission button (possibly)
  • #2743 Save game support (possibly)
  • #5499 Single-player mission won't end
  • #6757 Invisible cargo on the hovercraft
  • #7213/#4492 Campaign progression

Campaigns

GDI campaign

Done? Mission Assignee PR
scg01ea @Mailaender #4386
scg02ea @Mailaender #4399
scg03ea @Mailaender #4402
scg04ea @obrakmann #4899
scg04wa @obrakmann #5462
scg04wb @obrakmann #5462
scg05ea / scg05wa @obrakmann #7415
scg05eb
scg05wb @Smith00101010 #7463
scg06ea @clemty #9550
scg07ea @Mailaender #11090
scg08ea
scg08eb
scg09ea
scg10ea
scg10eb
scg11ea
scg12ea
scg12eb
scg13ea
scg14ea
scg15ea
scg15eb
scg15ec

Nod campaign

Done? Mission Assignee PR
scb01ea @Mailaender #4397
scb02ea @42foobar42 #7393
scb02eb @42foobar42 #7437
scb03ea @dan9550 #4408
scb03eb @dan9550 #4428
scb04ea @42foobar42 #7534
scb04eb @42foobar42 #8048
scb05ea @42foobar42 #8087
scb06ea @42foobar42 #8123
scb06eb @42foobar42 #8199
scb06ec @42foobar42 #8250
scb07ea @Biofreak1987 #11094
scb07eb @Biofreak1987 #11235
scb07ec @Biofreak1987 #11368
scb08ea @Biofreak1987 #11280
scb08eb @Biofreak1987 #11283
scb09ea @Biofreak1987 #11306
scb10ea @Biofreak1987
scb10eb @Biofreak1987
scb11ea @Biofreak1987
scb11eb @Biofreak1987
scb12ea
scb13ea
scb13eb
scb13ec

Funpark

Done? Mission Assignee PR
scj01ea @abcdefg30 #8085
scj02ea
scj03ea
scj04ea
scj05ea

The Covert Operations

GDI

Done? Mission Assignee PR
scg21ea
scg22ea
scg23ea
scg24ea
scg25ea
scg26ea
scg27ea

Nod

Done? Mission Assignee PR
scb21ea
scb22ea
scb23ea
scb24ea
scb25ea
scb26ea
scb27ea
scb28ea

N64 Special Ops

GDI

Done? Mission Assignee PR
scg51ea / scg28ea @clemty #9118
scg29ea

Nod

Done? Mission Assignee PR
scb29ea
scb30ea

PSX Special Ops

GDI

Done? Mission Assignee PR
scg30ea
scg31ea
scg32ea
scg33ea

Nod

Done? Mission Assignee PR
scb31ea
scb32ea

If you want to port a mission, please leave a comment below.

@chrisforbes

This comment has been minimized.

Member

chrisforbes commented Mar 30, 2014

It's great that you guys are making progress on these 👍.

@ScottNZ

This comment has been minimized.

Member

ScottNZ commented Mar 30, 2014

I would like to have the other features like the move to Eluant @pchote is doing, visible objectives and celltriggers before we take on more missions. It's just going to be more work for us fixing them to work with these new features.

@Mailaender

This comment has been minimized.

Member

Mailaender commented Mar 30, 2014

Actually not, we currently use the FVM as only visible objectives. This can be augmented later. If the Lua standard library needs a change when porting to the non-memory-leaking Eluant, then yes we should halt for the moment.

@ScottNZ

This comment has been minimized.

Member

ScottNZ commented Mar 30, 2014

FMV isn't enough, especially when we can't rely on people having them installed in the first place.

@Mailaender

This comment has been minimized.

Member

Mailaender commented Mar 30, 2014

#4541 is on the agenda, but not a reason to halt everyone scripting missions.

@ScottNZ

This comment has been minimized.

Member

ScottNZ commented Mar 30, 2014

As long as you help volunteer to write/add objectives for the existing missions ;)

@Mailaender

This comment has been minimized.

Member

Mailaender commented Mar 30, 2014

Lazy @ScottNZ is lazy. Of course, I will even document it at https://github.com/OpenRA/OpenRA/wiki/Map-scripting so everyone else can, too.

@dan9550

This comment has been minimized.

Contributor

dan9550 commented Mar 30, 2014

I've got Funpark #1 99% complete, and i have begun work on nod02.

@obrakmann

This comment has been minimized.

Contributor

obrakmann commented Mar 30, 2014

I will do the remaining two gdi04 missions once the eluant thing lands in bleed

@dan9550

This comment has been minimized.

Contributor

dan9550 commented Mar 31, 2014

@obrakmann im just curious as to how you are going about creating missions, are you looking at the original scripting? or just videos? Also how are you doing stuff without cell triggers O.o?

@ScottNZ

This comment has been minimized.

Member

ScottNZ commented Apr 1, 2014

It's pretty easy to emulate cell triggers atm with polling but this isn't very ideal.

@obrakmann

This comment has been minimized.

Contributor

obrakmann commented Apr 1, 2014

It's a bit of all of the above. First, I got the images from here and here. They nicely show the location of waypoints and triggers. I then look at a few LP videos on youtube to get a feel for what the gameplay is like, how the timing works out etc. Then I start looking at the .ini (using this as reference) and write the code according to whatever's in there.

BTW, if anyone knows of images like the ones mentioned above, but for Red Alert, a link would be welcome.

re: celltriggers: @Phrohdoh has started working towards that yesterday, so we should get them soon-ish.

@Mailaender

This comment has been minimized.

Member

Mailaender commented Apr 2, 2014

BTW, if anyone knows of images like the ones mentioned above, but for Red Alert, a link would be welcome.

#4989 (comment)

See also http://planetcnc.gamespy.com/static2e35.html?page=TiberianDawnMaps which has screenshots however without locations of waypoints and triggers.

@Mailaender Mailaender referenced this issue Apr 2, 2014

Open

Add Red Alert campaign #4989

6 of 8 tasks complete
@foulowl

This comment has been minimized.

foulowl commented Apr 3, 2014

Wow, this is awesome. Keep up the good work folks!

@obrakmann obrakmann changed the title from Add C&C:TD campaign to Add C&C:TD campaign [$15] Apr 3, 2014

@obrakmann obrakmann added the bounty label Apr 3, 2014

@dan9550

This comment has been minimized.

Contributor

dan9550 commented May 15, 2014

I just want to note this here for my missions as of now im going to be using about 15 seconds per time unit in the original mission scripts.

e.g.

[Triggers]
rnf4=Time,Reinforce.,20,Badguy,nod3,0 

so the 20 time units there translates to 300 seconds in OpenRA.

Opinions? i think we should consolidate this so that scripting in missions between authors is somewhat consistent and they still resemble the original cnc95 ones somewhat.

@obrakmann

This comment has been minimized.

Contributor

obrakmann commented May 15, 2014

I'm not sure if we really need to be consistent in that regard. With all the changes to our units, you pretty much need to come up with the timing from scratch. The original .inis can serve only as a broad guideline, I think.

Also, looking at scg01ea, the reinforcements there arrive at 3, 6, 10 and 16 units of time, and those times are definitely shorter than 45, 90, 150 and 240 seconds, so 15 seconds feels like too long in any case. Judging by some youtube video, one unit is probably more about a second, I'd say.

@dan9550

This comment has been minimized.

Contributor

dan9550 commented May 16, 2014

Actually I was told by nyerguds, that he believes (ifhrc) that one time
unit if played on normal speed is 1 minute

I'm just saying we should try to make sure everything feels right e.g
playing one mission and getting reinforcement or attack wave spams and
others that are more spaced out.

But yes I agree at this point the original is a guideline.
On Friday, May 16, 2014, obrakmann notifications@github.com wrote:

I'm not sure if we really need to be consistent in that regard. With all
the changes to our units, you pretty much need to come up with the timing
from scratch. The original .inis can serve only as a broad guideline, I
think.

Also, looking at scg01ea, the reinforcements there arrive at 3, 6, 10 and
16 units of time, and those times are definitely shorter than 45, 90, 150
and 240 seconds, so 15 seconds feels like too long in any case. Judging by
some youtube video, one unit is probably more about a second, I'd say.


Reply to this email directly or view it on GitHubhttps://github.com//issues/4988#issuecomment-43221896
.

@Mailaender Mailaender added the scripting label Jun 9, 2014

@obrakmann obrakmann changed the title from Add C&C:TD campaign [$15] to Add C&C:TD campaign [$20] Jul 6, 2014

@obrakmann obrakmann added the bounty label Jul 6, 2014

@mdcutone

This comment has been minimized.

mdcutone commented Jul 17, 2014

I've been working on a few mission maps for TD. I have almost completed "scg06ea" in the editor. I like doing the mapping but I'm quite new to Lua. If possible, to speed things up, I can produce the map files and others can script them.

@obrakmann

This comment has been minimized.

Contributor

obrakmann commented Jul 17, 2014

I hope you know that we can just convert the original maps using OpenRA.Utility, right? Creating those is not an issue. Please don't unnecessarily waste your time re-creating the maps from scratch!

@mdcutone

This comment has been minimized.

mdcutone commented Jul 17, 2014

Lol I forgot about that! Okay cool I will do that instead.

@mdcutone

This comment has been minimized.

mdcutone commented Jul 18, 2014

Keep getting this error when I run the map importer (OpenRA.Utility.exe) with and without arguments.

ghcmat@S550CB:~/OpenRA$ mono OpenRA.Utility.exe --map-import cnc '/home/ghcmat/OpenRA/mods/cnc/maps/gdi06/scg06ea.ini'
Ignoring unknown MaxBuilding=150 for player BadGuy
Ignoring unknown MaxUnit=150 for player BadGuy
Ignoring unknown Credits=0 for player BadGuy
Ignoring unknown Edge=North for player BadGuy
Ignoring unknown MaxBuilding=150 for player Neutral
Ignoring unknown MaxUnit=150 for player Neutral
Ignoring unknown Edge=North for player Neutral
Ignoring unknown Credits=0 for player Neutral
Error: Utility application crashed. See utility.log for details

Unhandled Exception:
System.NullReferenceException: Object reference not set to an instance of an object
at OpenRA.Map.MakeDefaultPlayers () [0x00000] in :0
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
at OpenRA.Map.MakeDefaultPlayers () [0x00000] in :0
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0

ghcmat@S550CB:~/OpenRA$ mono OpenRA.Utility.exe --map-import
Error: Utility application crashed. See utility.log for details

Unhandled Exception:
System.IndexOutOfRangeException: Array index is out of range.
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0
[ERROR] FATAL UNHANDLED EXCEPTION: System.IndexOutOfRangeException: Array index is out of range.
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0

If it's a bug I'll make a new ticket.

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented Jan 5, 2016

Still working on those missions... but I've got a question about the enemy attacks.

Am I supposed to just add the original attack waves, go for a random unit production or create a mix of both?

@clemty

This comment has been minimized.

Contributor

clemty commented Jan 5, 2016

I think it's ok change things if the overall spirit of the mission is retained - balancing is different than in the original vanilla C&C anyway. Also, if you have multiple difficulty levels you'll eventually have to change things.

@dan9550

This comment has been minimized.

Contributor

dan9550 commented Jan 6, 2016

At our current point of balancing changes its probably impossible to retail the original attack waves. Although i still think that the attack styles, directions, timing, etc should be maintained. Changing what units are attacking will be a necessity.

@TheRaffy

This comment has been minimized.

Contributor

TheRaffy commented Jan 20, 2016

The ant missions are missing^^

@cjshmyr

This comment has been minimized.

Member

cjshmyr commented Jan 20, 2016

@TheRaffy ants were Red Alert, this is specific to the original C&C

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented Jan 20, 2016

I would say that the remaining Funpark missions are missing.

  • scj01ea (which has been already ported, listed as scb20ea)
  • scj02ea
  • scj03ea
  • scj04ea
  • scj05ea
@TheRaffy

This comment has been minimized.

Contributor

TheRaffy commented Jan 21, 2016

crap, my fault. sry

@Mailaender

This comment has been minimized.

Member

Mailaender commented Jan 21, 2016

Corrected.

@blackhandcommando

This comment has been minimized.

blackhandcommando commented May 13, 2016

Is orabot down? Didnt see any Update on the Bounty for a while.

@Mailaender

This comment has been minimized.

Member

Mailaender commented May 13, 2016

See bountysource/core#1011, but sadly @bountysource doesn't react.

@Mailaender

This comment has been minimized.

Member

Mailaender commented May 13, 2016

This is an invalid target for bounties anyway (who should get the bounty and when will it ever be completed), but sadly we can't disable bounties on meta tickets. bountysource/core#968

@blackhandcommando

This comment has been minimized.

blackhandcommando commented May 13, 2016

Got it, thanks for the answer.

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented May 15, 2016

I've also ended up working on scb09ea and will publish it in the next few days

@Manuel-K

This comment has been minimized.

Manuel-K commented May 15, 2016

who should get the bounty[?]

Everyone gets a percentage of the bounty according to the number of maps contributed.

and when will it ever be completed[?]

That's the huge question.

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented May 28, 2016

Below are the yet unlisted expansion and console missions:

The Covert Operations:
GDI:

scg21ea = Blackout
scg22ea = Hell's Fury
scg23ea = Infiltrated!
scg24ea = Elemental Imperative
scg25ea = Ground Zero
scg26ea = Twist of Fate
scg27ea = Blindsided
Nod:
scb21ea = Bad Neighborhood
scb22ea = Deceit
scb23ea = Eviction Notice
scb24ea = The Tiberium Strain
scb25ea = Cloak and Dagger
scb26ea = Hostile Takeover
scb27ea = Under Siege: C&C
scb28ea = Nod Death Squad

N64 Special Ops:
GDI:

scg28ea = GDI1 <-- Already ported as scg51ea
scg29ea = GDI2
Nod:
scb29ea = Nod1
scb30ea = Nod2

PSX Special Ops:
GDI:

scg30ea = GDI1
scg31ea = GDI2
scg32ea = GDI3
scg33ea = PATSUX
Nod:
scb31ea = Nod1
scb32ea = Nod2

@abcdefg30

This comment has been minimized.

Member

abcdefg30 commented May 28, 2016

Added to the opening post, thanks!

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented May 28, 2016

scg05wa appears to be identical with the already ported scg05ea, so I guess we could drop that one?

@spookydonut

This comment has been minimized.

spookydonut commented May 29, 2016

See my post and lets play for information, some of the gdi mission fives
are duplicates

On Sat, 28 May 2016 23:49 Biofreak1987 notifications@github.com wrote:

scg05wa appears to be identical with the already ported scg05ea, so I
guess we could drop that one?


You are receiving this because you commented.
Reply to this email directly, view it on GitHub
#4988 (comment), or mute
the thread
https://github.com/notifications/unsubscribe/AAus4Vnd1PN1FDTm2FAtTGHOnTz6AFpiks5qGGQUgaJpZM4Bt_2L
.

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented May 31, 2016

I've got some free time this week and will try to port the nod 10 and 11 missions.
This should cover then the nod campaign up to the point before GDI starts using the ion cannon.

@Nineeva

This comment has been minimized.

Nineeva commented Oct 8, 2016

If I wanted to help make one of the GDI missions, I think it's mission 10, what tools do I use to write the scripts? It's the demo level of CnC but used to be my favourite and I'd love to try to recreate it as best I can.

@Mailaender

This comment has been minimized.

Member

Mailaender commented Oct 8, 2016

@Nineeva

This comment has been minimized.

Nineeva commented Oct 9, 2016

I had a look through the guide, found this also https://github.com/OpenRA/OpenRA/wiki/Mapping however when I try running this with command promot OpenRA.Utility.exe cnc --import-td-map filename.ini (filename being the files actual name) it doesn't work and produces an error so I can't use the existing map to work from.

Is it not possible to actually import maps from the original files or am I just doing something wrong as all i want to do is import GDI mission 10 and then add in the scripts for the AI. Should be just a matter of matching the AI's attack waves, was thinking to add a hard mod where the computer will have better attack waves than he does in the real mission also.

@Mailaender

This comment has been minimized.

Member

Mailaender commented Oct 9, 2016

The automatic map import should work, otherwise it is broken. The utility.log will tell you.

At the moment it can only import the map layout and actors. Some students worked on a basic INI trigger to Lua script prefabs system https://scm.thm.de/redmine/projects/dtdj-ultj/wiki/Automatische_Generierung_von_Karten and I recently found their unfinished code: https://gist.github.com/Mailaender/93e8041f2535cffaf2490c307bee4553#file-map-cs-L536 but I currently don't have the time to clean it up, complete and integrate it although it would speed up the process and help make the campaign more true to the original.

@Mailaender Mailaender removed the Bounty label Nov 10, 2016

@Mailaender Mailaender changed the title from Add C&C:TD campaign [$118] to Add C&C:TD campaign Nov 10, 2016

@Biofreak1987

This comment has been minimized.

Contributor

Biofreak1987 commented Sep 17, 2017

@abcdefg30 Any news regarding global scripts or that build function fix? I want to wait with finishing up nod 10 - 11 until that stuff got sorted out.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment