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TODO List

Open cjshmyr opened this issue 7 years ago • 24 comments

These are high-level, and even if checked off it's probably not 100%. Can be broken up if work's done in smaller chunks, and stuff's definitely missing. Use ref/rules.ini as a reference! A few may have been committed without a PR on accident.

Mod

  • [x] Update mod to release-20180923
  • [x] Update mod to release-20181215
  • [x] Update mod to playtest-20190106
  • [x] Use the custom logo by kerbiter.

Factions

  • [x] Allies and Soviet
  • [x] Countries
  • [ ] Faction flag - discuss, use old allies logo color?

Tech tree

  • [x] Lazily restore original tech tree (expansion units still showing up, and so are ants)
  • [x] Fully restore original tech tree (fix above) (#7)
  • [x] Restore aftermath unit tech tree (may want to tie into lobby option)
  • [ ] Add a checkbox that implemets some campaign units (Volkov, Chitzkoi and Phase Transport) and helicarrier in skirmish.
  • [x] Tech levels (#30, #31)

Game

  • [x] Starting credits (#27)
  • [x] Starting units (#28)
  • [x] Original maps (#37)
  • [x] Counterstrike maps (#108, #109, #112, #119, #125)
  • [ ] Aftermath maps (#111, #123, #124, #127 some maps needs scripting and yaml changes)
  • [ ] Match original game speed values
  • [x] Build queues (buildings, infantry, vehicle, aircraft)
  • [x] Clean up build palette order to be sensible (#23, #36, ...)
  • [ ] AI (original RA AI is awful, tweak hacky AI for now)
  • [x] Build radius as a lobby option (off by default, requires bleed engine version)
  • [x] Aftermath units as a lobby option (off by default, but move to on later)
  • [ ] Hidden units as a lobby option (off by default)
  • [x] Disable leaving husks; Possibly later, leave husks as a lobby option (off by default)
  • [x] Crate spawning (#24)
  • [x] Crate effects (#53, #58, #181)
  • [ ] Ore/Gem quantities
  • [ ] Radar bin colors, discuss if we change to original
  • [x] Fog of war as a lobby option (off by default) (#25)
  • [ ] Terrain: discuss desert, temperate terrain expansion
  • [ ] Trees burning, does the original scorch to the ground? Discuss
  • [x] Redeploy MCV as a lobby option (hidden rules.ini thing)

Structures

  • [x] Building bibs (#17)
  • [x] Build adjacency rules (#17, #19)
  • [x] Adjust cost, health, power consumption (#2)
  • [x] Adjust vision (#16)
  • [x] Adjust build production acceleration rate
  • [ ] Adjust low power production speed penalty
  • [x] Pillbox/camo pillbox + radius circles (#6)
  • [ ] Camo Pillbox show no remap to enemies.
  • [x] Fakes (#21, #44)
  • [x] Move silo, defenses, walls into buildings queue (#23)
  • [x] Remove cash ticks (seems hard coded on Selling though) (#32)
  • [x] Remove building death animations (#35)
  • [ ] Discuss/remove ally repair?
  • [ ] Discuss original game make animations speed (slower slightly in originals?)
  • [ ] Building survivors when destroyed

Walls

  • [ ] Discuss, keep line build?
  • [ ] Adjust values (#16)

Units

  • [x] Adjust cost, build time, speed, vision (#10, #12, #13, #29, any left?)
  • [ ] Adjust rate of turn, turret rate
  • [x] Remove infantry squish evasion (#18)
  • [x] Validate proper vehicles can crush infantry (#72)
  • [ ] Allied Spy logic
  • [x] Allied Thief logic (#33, #34, is it stealing the right amount?)
  • [x] Determine if cargo didn't die when APC was blown up (#40)
  • [ ] Determine if infantry emit on sell
  • [x] Minelayers (AP and AT)
  • [x] Engineers (classic behavior) (#3 ~~required amount of engis is possibly incorrect~~ #56)
  • [x] Flamethrower infantry (restore original projectile) (#20)
  • [x] Aircraft entering shroud (#26)
  • [x] Helipad comes with a free helicopter. (#207)
  • [ ] Reveal on fire
  • [x] Sellable units on service depot (7ab6dab, fa6e852, 9b705b3, 543e700)
  • [ ] Adjust harvester and mammoth tank self heal rates

Weapons

  • [ ] Adjust weapon damage, range (#5, #67, any left?))
  • [ ] Explosions (#59, ...)

Superpowers

  • [ ] Allied GPS
  • [x] Chronosphere (#4)
  • [x] Iron curtain (#4)
  • [ ] Parabombs
  • [ ] Sonar pulse
  • [ ] A-Bomb

OpenRA RA Mod leftovers

  • [x] Remove bounties (initial commit, #14)
  • [x] Remove veterancy (#9)
  • [x] Remove complex logic from tech buildings, restore original values (hospitals, forward command centers, etc...) (#3)
  • [x] Remove low power overlay (#39), power down (#41)
  • [ ] Remove any other RA remnants (disable-player-experience.yaml, veterancy art, etc...)
  • [x] Installer - re-use RA mod content location

UI

  • [ ] New sidebar (in progress by warman)

Cleanup

  • [x] Potentially use sequence inheritance for civilian artwork PR (#65) (Fixed by #69)

Fixes from upstream

  • [x] Burnt tree radar color: https://github.com/OpenRA/OpenRA/pull/14584
  • [x] V2 aim: https://github.com/OpenRA/OpenRA/pull/14393
  • [x] Remove Aircraft Husks and Attack Bomber planes from map editor.
  • [x] Make Army Value graph actually work.

cjshmyr avatar Nov 01 '17 01:11 cjshmyr

Do we wanna change default value of FoW to off?

MustaphaTR avatar Nov 01 '17 19:11 MustaphaTR

My vote would be off but can be swayed, what do you guys think?

Definitely leave the setting there though regardless.

cjshmyr avatar Nov 01 '17 19:11 cjshmyr

With aircraft having no vision they'd be flying around blind under the fog. So unless we give the aircraft some vision, I think this needs to be turned off by default.

ghost avatar Nov 01 '17 19:11 ghost

I wanna ask some other things about removing things original didn't have:

  • Building death animations.
  • Cash texts on refinery and crates.
  • Engi's Remap.
  • Losing prerequisite when losing provider. (In original, for example once you get V2 by getting radar, you can still build V2s after losing the radar dome).

MustaphaTR avatar Nov 02 '17 09:11 MustaphaTR

1&2: Fine with being removed. 3: Can this be treated as a quality of life improvement? 4: Not a huge fan of keeping the original's behavior on this one. I think there's a few features we should treat/note as QOL improvements. Edit: Indifferent after thinking about it, could be nice to support both but would want to discuss implementation of the original in any case first.

cjshmyr avatar Nov 02 '17 14:11 cjshmyr

Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks. Also the trait's default value of 25 ticks seems way too fast from what I remember.

ghost avatar Nov 02 '17 14:11 ghost

@FrameLimiter @MustaphaTR moving this repository to the OpenRA organization.

cjshmyr avatar Nov 02 '17 19:11 cjshmyr

Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks.

I gave some units and gun turret 1000 range with ini editing, all seems like reveal the shroud normally. Revealed shroud don't grow back, not sure what is the case in OpenRA, tryed to test by opening 2 instances, but computer is too bad to handle it. I'm not sure what to do with fog for that.

MustaphaTR avatar Nov 04 '17 09:11 MustaphaTR

Some things I'm unclear on translating from the Rules.ini to OpenRA: ∙Projectile speeds ∙Unit speeds ∙Splash radiuses (Rules.ini uses 0, 1, 3, 6, 8 for their warheads) ->Medic/Mechanic's Organic/Mechanical warhead says "0" splash. Would this indicate using a splash of 0c32 since the fallout is 4x -- equaling 0c128 [infantry hitshape size]? ->OpenRA uses 0c128 splash for rifles/tanks ect. with Rules.ini using a splash of "3". ->Artillery via rules.ini says splash of 6; does this suggest a splash of 0c256?

ghost avatar Nov 07 '17 01:11 ghost

Do we wanna keep the way it currently is or change the unit tooltips so it uses generic name (Enemy Structure/Vehicle/Soldier) and remove OwnerRow?

MustaphaTR avatar Nov 15 '17 09:11 MustaphaTR

I think you can do the permanent prereqs thingy with d2k-akin upgrades defined as freeactor for provioding them on the respectable tech buildings.

GraionDilach avatar Nov 16 '17 21:11 GraionDilach

Building survivors when they're destroyed are missing from the initial list.

GraionDilach avatar Nov 18 '17 17:11 GraionDilach

I already have a EmitInfantryOnDeath trait for my General's Alpha mod. It is mostly a copy paste from EmitInfantryOnSell and i don't really like it, it is not really like original.

MustaphaTR avatar Nov 18 '17 18:11 MustaphaTR

Some history: there was a dormant fork at https://github.com/Iran/ClassicRA and https://github.com/OpenRA/OpenRA/pull/2633 for our early attempts to integrate it. Maybe you can learn from our failure or even re-use some stuff.

Mailaender avatar Nov 19 '17 20:11 Mailaender

Been out of commission for a few weeks, sorry folks.

@FrameLimiter - We might have to use approximations in some cases, if so we could store rules.ini -> yaml conversion values on a wiki page. @MustaphaTR - I prefer the newer tooltips for multiplayer reasons, but could go either way. @GraionDilach - Added to list, also your note about sequence inheritance for the merged civilian PR.

cjshmyr avatar Nov 24 '17 21:11 cjshmyr

@pchote has work down the pipeline that lets us support more lobby options, such as an Aftermath Units checkbox (e.g. ra mod's "Kill Bounties" PR).

Right now we're using the aftrmath.ini values for units but we are not enabling aftermath units. Perhaps we should enable these units by default right now, then bring in the checkbox after.

cjshmyr avatar Nov 24 '17 21:11 cjshmyr

Looks like Machine Gun weapons weren't blocked by walls in original. Do we wanna change that behaviour, as it doesn't really make much sense.

MustaphaTR avatar Dec 04 '17 08:12 MustaphaTR

Yeah sounds good changing that if it doesn't make sense, pretty minor.

cjshmyr avatar Dec 18 '17 19:12 cjshmyr

Hidden units as a lobby option (off by default)

What exactly are the hidden units? Volkov, chitzkoi, phase transport, helicarrier, ants?

MustaphaTR avatar Dec 31 '17 22:12 MustaphaTR

What do we wanna do with Aircraft Husks here. They are nice visually, but as original planes died in midair, they didn't deal any crash damage, while they do here.

MustaphaTR avatar Jan 14 '18 14:01 MustaphaTR

We could maybe just add a conditional death explosion to the aircraft so when we do "leave husks as a lobby option" we can toggle between the two behaviors. e.g. Unit Husks [x]: Aircraft shows an explosion when dying and has no husk (original) Unit Husks [√]: Aircraft shows no explosion when dying but spawns a husk. (current)

ghost avatar Jan 15 '18 19:01 ghost

I pictured hidden units as those with build icons but not actually buildable (phase transport/helicarrier), but could expand that to what you've listed?

That husk idea sounds possible once we pull the engine upgrade in.

cjshmyr avatar Feb 26 '18 00:02 cjshmyr

Another option is to remove the damagewarhead from the aircraft husk, leaving it in as a mere cosmetic change.

GraionDilach avatar Feb 27 '18 01:02 GraionDilach

Hey guys, been a while but I won't be able to dedicate time to work on raclassic. @MustaphaTR / @FrameLimiter / others, if you guys want to change the mod's direction, todo list, or merge stuff feel free.

cjshmyr avatar Apr 22 '18 20:04 cjshmyr