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An Open Source Pixelart Science-Fiction Real-Time-Strategy game

Home Page: https://www.openhv.net

License: GNU General Public License v3.0

Makefile 1.35% Shell 5.22% Batchfile 0.66% PowerShell 1.60% C# 82.00% NSIS 1.12% Lua 2.25% Fluent 5.80%
game mod multiplayer openra pixelart retro rts sci-fi

openhv's Introduction

OpenHV Continuous Integration Documentation Status Discord Matrix IRC/Jabber

A mod for OpenRA based on the Hard Vacuum design by Daniel Cook. It aims to be an open content real-time strategy game with no exceptions. Set in the distant future where mega corporation battle themselves this standalone title comes with multiplayer (LAN and internet) support, competent skirmish bots as well as an integrated map editor. It allows for spectators to join and replays to be shared.

Preview

Getting Started Packaging status

To launch the project from the development environment you must first compile the project by running make.cmd (Windows), or opening a terminal in the SDK directory and running make (Linux / macOS). You can then run launch-game.cmd (Windows) or launch-game.sh (Linux / macOS) to run the game. More details on building the game are available at the wiki.

Licensing GPL

OpenHV just like the OpenRA engine and SDK scripts is made available under the GPLv3 license.

The mod data files (artwork, sound files, yaml, etc) are not part of the source code and are distributed under different terms. Various Creative Commons licenses apply. Check the ReadMe files in the sub folders for details.

openhv's People

Contributors

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openhv's Issues

AA Turret

The lack of capable anti-air lets aircraft dominate gameplay too much.

Tileset contains duplicated tiles

So far clear crater and grass appear multiple times. Need to clean that up and maybe use the ones which show variations in a PickAny manner.

Preplace clouds on map initialization

Current cloud spawning makes them appear slowly as the game goes on, making them creep from one side of the map to the other, this looks a bit odd at the start of the game where you could expect that there were already some flying around.

Would be nice to have support for this as an option, and for more silly requests, enabling this as a condition for world actor, for quick climate changes on a mission?

Two factions

By default Hard Vacuum doesn't have enough assets to have two different looking factions. There are many indeed units/tanks, but IMO that is not enough. Since Tyrian's assets are free to use as well, I suggest using some of its assets, repaint if needed and create 2nd faction. At first, it would be good enough if both factions were symmetrical with just different looking units, but in the long run, it would have been perfect if they were assymetrical.

Here are some examples:

Radar (the orb at the bottom could be removed)
unknown (2)

Base/Conyard
unknown

Turret (the base could be used from regular HV turret base)
unknown (1)

Factory from which units go up instead of classic down direction?
unknown (3)

Basically 2nd faction could have more darkish tone (hey, even my voice would fit them).

mods/logo.png is no longer in use.

This was only used for the Mod Chooser and that was removed.

You might want to set up an icon.png instead, which needs to be 32x32 pixels though.

Lack of harbor building

Hard Vacuum game has assets for boats and ship, but the problem is there's no actual building which could produce those units.
So here I created a custom harbor building. I'm no Daniel Cook, I tried my best to mimic his artstyle. Please, share your thoughts. Once it's fully accepted, I will create the rest of requires sprites for it

harbor

(the blue orb on top of that is supposed to be animated, indicating a unit being produced, just like factories).

Shadows are missing

Most of the original buildings (not all) contain shadow pixelart. We should be able to set them up with ShadowStart in the sequences. Offsets may be a problem.

Plans for sounds/audio feedback?

I'm asking out of interest. You have made a clear cut role on the artwork side but I can't see anything on the sounds side.

Generally, feel free pinging me if you need help, it would be cool to see something original being built upon the engine.

Reconsider the resource gathering model.

There are multiple concerns of mine here:

  • The current artwork for both iron and gold look wrong (random ingots on the map) and have very crude steppings with no proper difference between step 2 and step 3. This artwork is not suitable for resource deposits in line with the C&C harvesting logic. Also, steering away from C&C here is probably a good thing.
  • Hard Vacuum was intended to use a similar model of resource gathering as Warcraft 2 oils used - there is a spot marked on the field where the player built a mine on and then mined it out. Sure, this might not be possible currently within OpenRA (the closest thing I can think of doing this would be the Holloweye-WW1 Trader logic).

My best suggestion currently is to reuse the HV mine artwork for capturable and immune oil derricks (which transfer back to neutral when their owner dies) until there is a clear idea/direction for the resource gathering.

Clarify attribution with an explicit futureproof crediting guideline/standard to satisfy CC-BY requirements with an OS mindset.

The CC-BY license is a good choice for the assets for this project. And as long as there is only a single artist whose assets are involved, a generic crediting message is enough.

The problem comes in if multiple additional artists starts contributing and/or people would start derivative works of the assets within the project, for example recoloring/remixing tiles to extend the tileset. There should be a way to effectively maintain who was the artist of a particular asset but maintaining this shouldn't happen within the ingame credits list because that would overload the widget.

A suggestion I can think of is to have a readme.md in every subfolder within bits where actual assets are which holds this information of ownership for each file (either separately, either with wildcards) and then demand outside asset contributions to include this information within their PR. This then allows for outside derived works to maintain the attribution required by the license and does not force them to fall back to a generic crediting and/or resulting with unclear or confusing licensing while also contributors can be ensured that their work does not get misattributed in the future either.

I know I can be a bit of annoyance with such an issue like above in the project's early state and i don't want to sound demanding so feel free rejecting it if you're thinking otherwise.

Multiple Factory Queues

I would like to see base vehicles, light vehicles and heavy vehicles be constructed in separate production queues under one UI tab.

Question

Will this project add new features that are not in the main OpenRa engine?

Default remap

The default remap (for grey) should be using the full spectrum of grey color cause it appears the last colors (the brightest ones) are not remapped, thus they are still grey (it is currently visable if you get yourself a beast actor).

Why no packaging files?

Hi,

It would be delightful if I could build an AppImage for this mod, as then I could play it on NixOS without too much fuss, but currently this repo has no packaging/linux directory. Any interest in rectifying this situation?

Thanks for your time,
Brenton

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