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I would like to get on the Beta if possible, look good!
Cedric
Chief Admin
https://www.facebook.com/groups/computer.war.exploration.games
OpenRA works great on Linux.
https://www.openra.net/download/
I see Linux's logo.
D.O.R.F. was forked from OpenRA over a year ago, so many of the updates to the engine will most likely not be applied to D.O.R.F. Of course there are still many efficiency and optimization updates we will still add to D.O.R.F, so do not assume a lot of the issues with pathing and performance will remain in the final product.
Both engines actually allow for 8-bit PNG, although in D.O.R.F.'s case, some assets (basically all useable units and buildings) are limited to 256 colors so as to be recolored at runtime to display the team's color. Some of these may need to be revised though, as some assets made a pretty inefficient use of color palettes.
As for the ongoing work with adding lighting/shading in real time, this affects sprites insofar as this system doesn't fully support anti-aliased sprites/semi-opaque pixels, so all assets now (save for effects like dust and explosions) need to be redone to be fully aliased. This is fine anyway, since the previous quasi-anti-aliased look was terrible and just resulted in sprites having an ugly outline that was always either too light or too dark.
Also as you may have guessed, this now means every sprite now needs an accompanying sprite to support the psuedo-3D effects of dynamic lighting. Thankfully our programmers recently devised a clever system that can successfully merge all the XY normal data, Z depth data, and specularity data into a single RGBA image, meaning that all units will only require a diffuse sprite and a secondary auxiliary sprite that contains all the lighting and depth data, rather than keep the latter as 3 separate sprite types, which would absolutely hog VRAM.