[HN Gopher] OpenRA: Open-source RTS game engine for games such a...
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       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.
        
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       (page generated 2022-04-28 23:00 UTC)