復(fù)古即時(shí)戰(zhàn)略游戲 - D.O.R.F. - 2023.05.31 - 五月底更新
大家好,
正如我之前提到的,即將到來的 PC 游戲展直播的預(yù)告片已完成并提交。該節(jié)目將于太平洋夏令時(shí)間6 月 11 日下午 1:00開始,但我不確定直播中的預(yù)告片何時(shí)會出現(xiàn)。
至于其他更新,資源返工(或至少其后勤部分)終于完成;我們現(xiàn)在擁有可以正常工作的功能性管道和輸送機(jī)。

如您所見,原油資源(當(dāng)您單擊石油鉆井平臺和筒倉時(shí),用黑條表示)將通過管道自動從開采鉆井平臺轉(zhuǎn)移到儲存筒倉。這當(dāng)然也適用于其他結(jié)構(gòu),例如將資源從筒倉(或存儲它們而不是使用它們的任何地方)轉(zhuǎn)移到可用于構(gòu)建事物的生產(chǎn)結(jié)構(gòu)。請記住,必須首先將原始資源(例如原油和廢料)轉(zhuǎn)化為可用資源(原油轉(zhuǎn)化為燃料,廢料和原礦轉(zhuǎn)化為材料)。這是在煉油廠或總部大樓完成的。
(另請注意,管道將有專門的施工動畫,您看到的簡單透明圖形僅用于測試和演示目的。它們也將在最終游戲中由工人建造,但同樣,為了測試和演示,他們沒有工人建造)
這種流動機(jī)制也適用于實(shí)體資源(Materiel)。精煉資源可以通過傳送帶從一個(gè)結(jié)構(gòu)轉(zhuǎn)移到另一個(gè)結(jié)構(gòu)。

另請注意,該系統(tǒng)確實(shí)模擬流動,但是流動液體/移動盒子的視覺效果不是模擬,而是近似。例如,移動的板條箱并不是真正的資源塊在世界中移動,而是一種給人流動錯覺的動畫。通過管道或輸送機(jī)移動的資源改為“存儲”在每個(gè)管道或輸送機(jī)部分內(nèi),并且視覺效果只是指示資源正在移動以及它們正在移動的位置。特別是在一個(gè)移動的板條箱到達(dá) T 型交叉路口,并且在離開時(shí)不知何故變成 2 個(gè)板條箱的情況下,您尤其可以看出這一點(diǎn)。雖然是真的模擬會很酷,這可能會花費(fèi)不必要的時(shí)間和金錢來開發(fā)一些并非完全必要的東西,并且還需要對 OpenRA 處理單元路徑的方式進(jìn)行全面修改。
另外,關(guān)于資源的最后一個(gè)說明;你不需要管道或傳送帶來移動?xùn)|西,你總是可以使用一個(gè)好的舊叉車或其他運(yùn)輸裝置。

請記住,需要運(yùn)輸工具將物資運(yùn)送到建筑工地。管道和輸送機(jī)將僅用于將物資從一座完工的建筑移動到另一座完工的建筑,因此從這個(gè)意義上說,它們的動態(tài)性較低,但在特定工作中效率更高。
此外,您肯定已經(jīng)注意到上述 gif 中的裁剪問題。這將我們帶到了該項(xiàng)目的下一階段,即實(shí)施卓越的照明/渲染引擎,這將有助于消除游戲中的所有裁剪和 Z 沖突問題,并添加動態(tài)照明。我不會講太多細(xì)節(jié),但本質(zhì)上,我們會利用每個(gè)精靈附帶的 Z 深度貼圖來確定深度,讓單位被逼真地照亮,所以不再有丑陋的假陰影。稍后,當(dāng)我們處理引擎的這一部分時(shí),會詳細(xì)介紹這一點(diǎn)。
此外,這里還有一些新資產(chǎn):

大油泵和大風(fēng)車是中立民用建筑。奪取泵并附上管道或資源運(yùn)輸工具,其石油資源就是您的。考慮到它們巨大的體積,它們額外獲取資源的速度是普通石油鉆井平臺的兩倍。風(fēng)車的工作原理類似;用步兵占領(lǐng)它,你將獲得額外的力量來為你的基地結(jié)構(gòu)提供動力。

還有另一個(gè)民用建筑,一個(gè)大加油站。捕獲它并連接管道或使用運(yùn)輸工具,可以提取其精煉燃料并將其轉(zhuǎn)移到您的筒倉或工廠之一。我會展示連接到它的管道,但與許多其他東西一樣,引擎的當(dāng)前性質(zhì)使得它在完成時(shí)看起來很奇怪和故障。即將到來的渲染引擎返工將解決的另一件事。

最后,下個(gè)月,我們將恢復(fù)社區(qū)投票,讓您選擇您希望看到的下一個(gè)單元或功能。
暫時(shí)就這些,再次感謝大家一直以來的支持。

原文內(nèi)容
Hello all,
As I've mentioned before, the trailer for the upcoming PC Gaming Show stream is complete and submitted. The show will start at 1:00 PM PDT on June 11th, though I'm uncertain as to when the trailer in the stream itself will show up.
As for other updates, the resource rework (or at least its logistics portion) is finally complete; we now have functional pipelines and conveyors that work correctly.
As you can see, the Crude Oil resources (represented by the black bar filling up when you click on the Oil Rigs and the Silos) will automatically be transferred from the extracting Rigs to the holding Silos via the pipelines. This will of course work for other structures as well, such as transferring resources from the Silos (or anywhere where they are being stored, rather than used) to production structures where they can be used to build things. Keep in mind that raw resources (such as Crude Oil and Scrap) have to be converted into useable resources first (Crude Oil is converted into Fuel, and Scrap and Raw Ore are converted into Materiel). This is done at a refinery or HQ building.
(Also note that there will be dedicated construction animations for the pipelines, the simple transparent graphic you see there is just for testing and demonstration purposes. They will also be constructed with workers in the final game, but again, for testing and demonstration, they are built without workers)
This flow mechanic also works for solid resources (Materiel) as well. Refined resources can be moved from structure to structure via Conveyors.
Also note that this system does simulate flow, however the visuals of flowing liquid/moving boxes are not a simulation, but an approximation. The crates moving, for instance, are not actual blobs of resources moving through the world, but an animation that gives the illusion of flow. Resources moving through pipelines or conveyors are instead "stored" inside each pipe or conveyor section, and the visual is just there to give an indication that resources are moving, and where they are moving towards. You can tell this especially in instances where a moving crate reaches a T-intersection, and somehow becomes 2 crates upon leaving. While true simulation would be cool, this would likely be needless time and money spent developing something that wouldn't be totally necessary, and would also require a total rework of the way OpenRA handles unit pathing.
Also, one last note on resources; you don't need pipes or conveyors to move stuff around, you can always just use a good old forklift, or other transport units.
Keep in mind that transports are needed to move supplies to construction sites. Pipes and Conveyors will only be used to move supplies around from finished building to finished building, so in that sense, they are less dynamic, but more efficient at their specific job.
Also you've certainly noticed the clipping issues in the above gif. This brings us to the next phase of the project, which is implementing a superior lighting/rendering engine, which will serve to both remove all the clipping and Z-fighting issues the game has, and also add dynamic lighting. I won't go too much into detail, but essentially, we would utilize Z-depth maps accompanying every sprite to determine depth, allow units to be lit realistically, so no more ugly fake shadows. More on this later, as we work on this part of the engine.
Also, here's a few new assets:
The big oil pump and big windmill are neutral civilian buildings. Capture the pump and attach a pipeline or resource transport, and its oil resources are yours. Given their titanic size, they extra resources at twice the rate of normal Oil Rigs. The windmill works similarly; capture it with infantry, and you'll get access to additional power to power your base structures with.
There's also another civilian structure, a big gas station. Capture this and attach a pipe or use a transport, and its refined fuel can be extracted and transferred to one of your silos or factories. I would show off the pipeline attached to it, but like with many other things, the current nature of the engine makes it look odd and glitchy when this is done. Yet another thing the coming render engine rework will fix.
Lastly, next month, we will resume community polls to let you pick which units or features you'd like to see worked on next.
That's all for now, and once again, thank you all for your continued support.