[HN Gopher] OpenRA: Open-source RTS game engine for games such a... ___________________________________________________________________ OpenRA: Open-source RTS game engine for games such as Command and Conquer Author : trymas Score : 128 points Date : 2022-04-28 19:26 UTC (3 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | vegancap wrote: | I've been playing Red Alert on this for a few years, and it's | sooooo good. I used to play RA as a kid, and I love having it | back. | wingmanjd wrote: | A friend of mine lived "long-distance" to me, phone wise. We'd | split the phone bill we'd accrue when we'd dial each other's | modem to play multiplayer. $0.10/min wasn't cheap to middle- | schoolers, ha. | vegancap wrote: | Love it | blueflow wrote: | Quickly installable via AppImage for Linux users: | | https://www.openra.net/download/ | | The Red Alert Multiplayer section is quite alive. | paulbjensen wrote: | They did a great job. I have enjoyed their port of Dune 2000 very | much. | MrJagil wrote: | If you'd like to watch some games, the scene streams quite | frequently: https://www.twitch.tv/directory/game/OpenRA | somethoughts wrote: | For more of an open source Age of Empire like experience - 0ad is | quite good and moddable. | | https://play0ad.com/ | | For modders - while the 0ad Pyrogenesis engine is C++ based - its | interesting to note that the mods are javascript/XML based and | somewhat grokkable - everything from the animation descriptors to | economics/AI. You can even mod the UI menu elements using JS/XML. | | https://wildfiregames.com | https://trac.wildfiregames.com/wiki/Modding_Guide | Aachen wrote: | I tried playing 0AD a few times over the years. It's a | beautiful game, or at least by standards at the time that I | last played it, and if you compare to nearly any available open | source free game, it really blows the competition out of the | water. Also I don't remember seeing bugs and I think it's also | multiplayer. All in all extremely impressive. | | The problem for me is that I don't understand it. It has been | too long now to say what I've tried or where my confusion came | from, but while the general concept of building a base to build | an army is clear (because that's how AoE works), I think I was | confused by the win condition, or something about being nearby | enemy entities to convert them automatically iirc. I didn't | know anyone else that played it so I'd have to explain it to | friends to play it together, so instead I guess I moved on. | | Does anyone know a good site or video that explains the most | important rules and mechanics from start to finish? I'd still | be interested in playing this with friends if I can understand | how it works. Or maybe I should just give it another stab now | that I'm not a teen anymore. | somethoughts wrote: | I can't say I've actually played the game itself much as I'm | mostly casually looking to add an economic mod to make it | more similar to Anno1800/Settlers. :) I do recall you can win | easier by taking over competiting towns. The nice part is | that there's less risk for your friends since they don't have | to buy anything. Just be be sure you're on the same version. | | There are some Youtube videos by Nookrium and Tom 0ad | | https://www.youtube.com/channel/UCS-SFei6NFRuGN8CKtAsYrA | | Interestingly the base game itself is implemented as a huge | mod and is mostly JS, so if you're willing to go spelunking. | | https://github.com/0ad/0ad/blob/master/binaries/data/mods/pu. | .. | | https://github.com/0ad/0ad/blob/master/binaries/data/mods/pu. | .. | tomatowurst wrote: | love this open sourcing of classic pc games. | | now i only wish somebody turned Total War series into open | source, especially the map campaign mode | Aachen wrote: | The beauty of open source: be empowered to be the change you | wish to see! | | I'd offer to collaborate but I have neither the skills nor know | the game beyond having heard of the name before. | tomc1985 wrote: | I have some ideas for RTS games that are somewhat different from | the usual norm. I've been thinking about doing something with | Spring RTS and old Total Annihilation assets. Wondering if this | engine might be more amenable to conceptual experimentation? | Melatonic wrote: | A new Total Annihilation could be pretty awesome. Especially if | you could zoom in and control a unit first person | slowmovintarget wrote: | Voila: https://zero-k.info/ Even available through Steam, | gratis. | Melatonic wrote: | cool! | poutine wrote: | You're in luck https://www.beyondallreason.info/ | Teifion wrote: | I'm one of the devs for that, thanks for mentioning it! | Melatonic wrote: | Interseting - I had not heard of this one! | tomc1985 wrote: | Not TA but there is an old Unreal Engine mod that brings is | essentially C&C Renegade. Called Renegade X | (https://www.moddb.com/games/renegade-x) | throwaway888abc wrote: | Thanks for all the tips in thread. Big fan OpenRA / TA. | poutine wrote: | And if you like Supreme Commander there's | https://www.sanctuary-rts.com/ | frozenlettuce wrote: | If your idea involves ballistic physics, then it will be better | to use Spring RTS. You can try making a prototype of your idea | using the map editors from Warcraft 3 or Starcraft 2, as they | let you do a ton of customization. | dethos wrote: | This is a very nice project. I had the change to test it a few | months ago using a raspberry pi and it was great to remember old | times. | jakearmitage wrote: | Replacing art is usually a big challenge, but they have good | documentation on it: | https://github.com/OpenRA/OpenRA/wiki/Creation-of-a-new-unit... | | https://github.com/OpenRA/OpenRA/wiki/Adding-a-voxel-unit-in... | | https://github.com/OpenRA/OpenRA/wiki/Creating-a-new-unit | dragontamer wrote: | It should be noted that "Red Alert: Remastered" is open source | (but not free as in beer, probably not free as in freedom | either). | | If you buy "Red Alert: Remastered" on Steam, there's a directory | that lists the entire source code of Red Alert: Remastered. | | ------- | | They probably did that because OpenRA was so popular, and that | people would be curious how the original was also coded. The | "Remastered" edition only came out in 2020. | | Warning: Red Alert: Remastered includes a bunch of x86 assembly | files for 64-bit MMX SIMD. Some ugly, 90s-era assembly language | there for pathfinding... | Buttons840 wrote: | Open source means people could redistribute the code, is that | the case? Or do you only mean the code is available to view, | but you are not free to redistribute (which would not meet the | definition of open source)? | | Tales of Maj'eyal is open source, you can redistribute or sell | the source code of the engine, but the assets that comprise the | game are not free. | 8note wrote: | Open source generally means people can read the source. | | Anything past that gets to some specific license | usrn wrote: | Most people call that "source available" which has a very | different meaning. | Newtonip wrote: | They licensed it under the GPL3 so it's free software. You can | also get it also from EA's GitHub: | | https://github.com/electronicarts/CnC_Remastered_Collection | | They only released the source to the game logic, not the full | engine. | | And of course, the game data is not free. | droptablemain wrote: | Interesting. I wonder if this could be a good candidate to build | a real time w/ pause RPG, ala Baldur's Gate/Icewind Dale. | NikolaNovak wrote: | My assumption is that the engine was built with a narrow goal | of compatibility and execution of classic titles, with some | modability/customizability of those. I'd be surprised if it's a | good choice for net-new endevours. | nodja wrote: | You can just use an engine specially built for that | | https://gemrb.org/Features.html | droptablemain wrote: | My understanding is that it is built #1 for running Infinity | Engine games. While it can also be used for a new game, I | think one may be limited to dealing with BG-type game data, | such as 2DA. | hauxir wrote: | Another interesting project is Chrono Divide: | https://chronodivide.com/ | | It's Red Alert 2 reimplemented in Typescript. | | Unfortunately no source available but the dev does say he plans | to release it once he feels comfortable with it. | Already__Taken wrote: | We used to have RA2 lan parties and now half of use grew up in | to software engineers. Will be watching for this source to drop | like a harrier. ___________________________________________________________________ (page generated 2022-04-28 23:00 UTC)