• AnAustralianPhotographer@lemmy.world
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    22 hours ago

    And instead of making three different games tailoring the same engine, they made one engine and put three different overlays on it so its open to customisation and modding.

    They also released an update recently after a long play test. I haven’t explored it but think it’s new maps, game balancing and stability updates.

    Source. I have played it a ‘little’…

  • Deello@lemm.ee
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    21 hours ago

    Like he said in the video, this has been in the works for years. I’m just curious if that means the OpenRA devs will be allowed to use the recent release of the open source version for new features.

    • AnAustralianPhotographer@lemmy.world
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      14 hours ago

      I dint have first hand info, but did have a look at the released source, but I could be wrong.

      I don’t think the cutscenes and media were released and someone said that the original source and openra were written in different languages.

      • Kraiden@kbin.earth
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        7 hours ago

        On the code side of things: OpenRA is C#, and the original is C++

        It’s not so much that they’re different languages, but more that they’re different code structures. OpenRA will be object oriented, while the original will be more imperative.

        You can think of it like trying to fit a gearbox from a Honda into a Toyota (I know nothing about cars so please take this metaphorr with a massive grain of salt)

        They might do the same thing, but they’ll do it in completely different ways. You couldn’t just copy and paste things directly, but you can still absolutely learn from it…

        which is why I’m kinda sad Tiberian Sun isn’t on the list. I’m dying for the OpenRA version, and I’d bet having the original source would speed things up

        eta: I also see assembly files in there, so I don’t know that the original is actually cpp. Those might just be generated off the assembly files, IDK. Everything else I’ve said still applies though

        eta2: Nah, it’s definitely cpp. there’s a few assembly files, but mostly cpp.

  • Kraiden@kbin.earth
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    20 hours ago

    Does anyone know where to go to get an idea of the state of the Tiberian Sun mod? I had a look at the github, but short of downloading it and trying it, it’s not very clear how far along they are