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OpenRA port - OpenMO/MO4?

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#41 Handepsilon

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Posted 13 July 2017 - 06:08 PM

Well, a question that was answered and repeated about three times already

Also, that was some ridiculous question too

Edited by Handepsilon, 13 July 2017 - 06:09 PM.

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#42 lovalmidas

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Posted 19 July 2017 - 01:14 PM

Most people don't know how hard it is to maintain a game, after changing the goddamn base game engine.

 

That is like telling a software engineer, "oh no, we need to port things over to Linux. You can't use Win32 forms and GDI+ graphics engine anymore." when all his life had been dedicated to using those for GUI.  :sad2:

 

Or pulling out the foundation from under a building.

 

Or a doctor performing a heart, lung and GI tract transplant.

 

Or asking me to replicate Aegis Impervious fan mission on 3.0 (fat chance, if I do, I will change lots of things lol).

 

~~~~~

 

Most game companies build the game engine first. Or scrap the game. A good many games were shelved not because the idea was bad, but the engine limits their capabilities to build the game itself.

 

There is no point to switching engines, when there is already a working engine.

OpenRA engine is even on the table only because they are very similar in design, logic architecture and filesystems they use. Still similar... even if you consider that OpenRA does not use INI files and MAP files.

 

The only exception would be an engine that exactly duplicates all functions of the previous engine. The only added value in that, in this case, is the fact that the base engine now has source code and can be far better managed by one with programming abilities (maybe that would resolve the ever elusive save/load problem).

 

If you have to switch the engine to one with less resemblance, you might as well make a brand new game.

 

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Opinion: All further discussions should be locked to those who have some minimal experience in making a game engine (e.g. Chess).


Edited by lovalmidas, 19 July 2017 - 01:16 PM.

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#43 Solais

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Posted 19 July 2017 - 05:25 PM

Wish they would release the source of the RA2 engine. :V



#44 Ethan Heller

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Posted 29 October 2017 - 08:49 AM

-I Wish I Could Be Like Him The One Who Created The Mod And Ported To Openra 

-I Wish Red Alert 2 Has Building Tab Whatever It Called is

-I Wish Kikematamitos Its Dead Be Cause His Ugly Name Is Shit me up

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-I Wish I Can Create A Story For Foehn Revolt Origin I Wonder Why Foehn Revolt Its Here



#45 Handepsilon

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Posted 30 October 2017 - 04:54 AM

-I Wish Kikematamitos Its Dead Be Cause His Ugly Name Is Shit me up

Whoa whoa, back up. I know he's quite unlikeable in the community these days, especially after that incident with Bryan's video, but there's no need to bring the toxicity to the MO public forums


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#46 Tathmesh

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Posted 30 October 2017 - 05:14 PM

No need for a response there, Handepsilon, this thread needs to die. No need for new posts beyond mine please. Ignore the unintelligible post by Ethan Heller.

#47 mrbear

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Posted 09 April 2018 - 05:42 AM

Well, it is hard, there are still many things didn't implement in OpenRA, even in ra2.

OpenRA Yuri's Revenge mod: https://github.com/cookgreen/yr





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