Paul Chote
Paul Chote
We're going to need to split out world (the "ground truth" / simulation state) vs player (render state) traits in order for rendering to properly account for fog visibility. This...
I interpret the lack of review action here as a consensus on my comment above, so moving to the future milestone to help clean up the PR queue.
> Placing pavement on non-clear terrain (sand, grass) produces really sharp edges; can we improve that somehow? > The imperfections probably stem from placing pavement on invalid terrain types as...
> Currently only for RA This is going to be a problem, since the setting is going to be exposed in all mods (both upstream and community). This ties in...
I had an experimental OpenRA / GL ES branch back before the pi3/gl support, and the game struggled to reach even 2 FPS. I doubt that the pi3 would give...
I've been able to get the RA mod running on the new 3b+ at 25-30 FPS. This required invasive changes that can't be merged upstream in their current form, but...
A comparison of release-20180307 vs what I expect for the next playtest (not including my invasive changes):  A significant improvement, and there are still several areas that we haven't...
@svein83: the behaviour you describe is obviously not normal. If that really was the status quo, then the game would not be playable for anybody. Something about your system must...
OpenRA does not a project that directly reverse engineers and adapts the original executable code. Take a look at RedAlert++ for a project that follows that approach. OpenRA comes at...
Something is very wrong if the system you described above is struggling. Please file a new issue if you would like some help diagnosing and fixing that.