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Offline Revolutionary

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New version of OpenRA
« on: May 12, 2011, 08:33:52 AM »
A new version of OpenRA had been released

Featuring
Better support for Ubuntu 11.04
Improved AI
various bug fixes

And new features such as
(RA) Supply Truck unit for donating cash to other players
(RA) Bounties for killing enemy units

Original post

Download
Creator of Tiberian Sun: Best of Beta and other WIP project which i will complete at some point!

"Get that Starcrap outta my C&C" -Nyerguds :P

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Offline smoky 10983

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Re: New version of OpenRA
« Reply #1 on: May 12, 2011, 08:09:43 PM »
not bad
"Droids never die.They're only resold."

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Offline Matt

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Re: New version of OpenRA
« Reply #2 on: October 08, 2012, 12:03:43 PM »
http://openra.res0l.net/news/release-20120630/ is currently the latest stable release. I posted a news for the upcoming release at http://www.moddb.com/games/openra and updated the profile a bit.

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Offline Nyerguds

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Re: New version of OpenRA
« Reply #3 on: October 08, 2012, 03:09:08 PM »
I should really check that some more. How did things work out with that Dune mod? :)

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Offline Matt

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Re: New version of OpenRA
« Reply #4 on: October 08, 2012, 04:22:36 PM »
Not much on the Tiberian Dawn side. The last improvements I made were based on your SHP fixes from the CnC patch project. I also added your snow theatre and A-10 crash site.

Interesting development for you is certainly the port of CnC Starwars to OpenRA http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=16023 I see you already found out... and the community effort to clone the original behavior (at least for RA). You might want to join and create a cnc-classic version http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=16023 BetaAI improvements might be the most interesting. http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=15984 It will now capture your buildings, fire super-weapons, use ships/aircrafts and defend it's harvesters.

Some bits for the d2k mod are still awaiting to be merged https://github.com/OpenRA/OpenRA/pull/2339 I completely mapped the DATA.R8 file. However I stopped development for now. There are still a lot of things to implement https://github.com/OpenRA/OpenRA/issues/search?q=d2k Too many issues I can't fix on my own and very little free time. It is playable, but it feels like a CnC clone with Dune 2000 graphics. The menu skin looks really great. Thanks to skilled contributors.

There are also some UPnP improvements awaiting to be merged https://github.com/OpenRA/OpenRA/pull/2403

However Chris is currently in a bug-fixing and balancing frenzy for the ra mod as the community is moving towards E-Sport tournaments (the last one had live streaming with commentators).


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Offline Matt

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Re: New version of OpenRA
« Reply #5 on: January 19, 2013, 03:52:15 PM »
Latest version is now http://openra.res0l.net/news/release-20121019/

We've finished release 20121019 - with four months worth of patches making their way out, there's a ton of new stuff.

Highlights of this release include:

  • Added Dune 2000 mod (fronted by Matt)
  • Dedicated server support
  • UPnP support for multi-player
  • Option to pause the game (hit F3)
  • Two re-imagined RA missions are included, Allies01 and Allies02 (by Scott)
  • Improved logic for Harvesters and Ore Trucks
  • New map editor tiles to use for RA's temperate theme (by Harisson)
  • Selection tool in editor for copy-pasting terrain
  • Four new RA units: Demo Truck, Sniper, Volkov and Chronotank
  • Seven new community made RA maps
  • Snow tileset for CnC (by Nyerguds)
  • Plenty of RA balance changes

Even our ChangeLog is incomplete as that many commits hit the repositories. Checkout http://www.moddb.com/games/openra/news for some tasty screenshots on what's coming up soon.

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Offline Nyerguds

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Re: New version of OpenRA
« Reply #6 on: January 20, 2013, 01:25:30 AM »
Jk originally converted the Snow tileset to C&C1... please credit him properly. All I did was make some minor fixes to it, and add the Desert tiberium SHP files into it, which, due to the wrong palette, looks snowy on it :P

[edit]

Well, it seems he is credited properly on the 20101013 update in the full credits file, at least.
« Last Edit: January 20, 2013, 01:31:34 AM by Nyerguds »

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Offline pichorra

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Re: New version of OpenRA
« Reply #7 on: January 21, 2013, 11:07:44 PM »
Is there still the Warcraft fog mode? I WANT IT LIKE C&C! :D
DOS Interface Mod for Command & Conquer 95
"...the world only believes what the media tells them to believe, and I tell the media what to believe, it's really quite simple." - Kane to GDI Commander.

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Offline Matt

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Re: New version of OpenRA
« Reply #8 on: January 22, 2013, 10:42:14 AM »
There is an effort to create RA Classic - a Red Alert 1 inspired mod.
« Last Edit: January 22, 2013, 10:46:16 AM by Matt »

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Offline Matt

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Re: New version of OpenRA
« Reply #9 on: February 03, 2013, 09:17:25 PM »
Latest playtest 20130128 has the following changes.

Engine:

    Removed mouse capture while composing text in chat
    Allow classic left-click mouse orders (optional)
    Asynchronous loading of minimaps in the map chooser dialog
    Fix bots being able to become admin status on dedicated servers
    Spawnpoint map tooltips now display players name in lobby
    Fixed word wrap when chatting ingame
    Added a tooltip that shows provided and drained power
    Allow MOTD to be fetched from file for dedicated servers
    Changed scroll velocity in map chooser to be better suited for mouse scrolling
    Fixed grounded airplane not landing properly when ordered to another airstrip or service depot
    Added per player shrouds (units can't shoot enemies covered in unexplored terrain)
    Don't hardcode READY/HOLD and custom prerequisites anymore for easier translation
    Removed sound attentuation for PlayNotification sounds - fixes the Extreme cashtick sounds

Editor:

    Map editor now saves and loads from OpenRA user folder
    Fixed map editor failing to import legacy maps
    Template categories are now ordered by what is specified in the tileset yaml
    Added terrain category types to RA Snow tileset
    Fixed terrain categories for two river tiles in RA Temperat
    Add terrain category types to RA desert tileset
    Fixed wrong palette remapping for neutral buildings

Red Alert:

    Added Allies03 mission
    Added Allies04 mission
    Added Soviet01Classic mission
    Allies02 mission - reduced difficulty of the 16 minute reinforcements
    Allies02 mission - can build medic and spy at captured barracks
    Added Desert tileset - original and new tiles ported from Tiberian Dawn by Harrison, code by Matt
    Fixed graphics for craters for Snow maps (art by MrFibble)
    Ice Floe actors work in maps now (sequences were missing)
    Brought back music track "Mud" into the playlist
    Replaced supply truck graphics with aftermath SHP which has a shadow (via Arda)
    Added hotkeys for aircraft, vehicles, ships, infantry
    Fixed broken shadows on GPS dot
    Fixed Chronotank teleport causing a desync
    Fixed replay crash when a Chronotank tries to teleport
    Fixed Chronotank death causing a crash before teleporting
    Fixed maps Chaos Canyon and Bomber John
    Added map: Room Convergence (Sunny Sproket)
    Added map: Ghost Town (hamb)
    Updated map: Bombardment Islands (czech army)
    Added mechanic
    Added in-game player statistics for observers
    Added support for map difficulties Oil derricks are now repairable by engineers
    Added new map: "Bad Neighbors" (Nukem)
    Renamed airstrip to airfield in tooltip.
    Don't remap civilian buildings/fields in-game.

Balance:

    Added missing line of sight for Chronotank
    Chronotank damage upped from 20 to 30 per rocket and damage improved vs heavy armor
    Demo truck cost from 1500 to 2500
    Demo truck health from 110 to 50
    Demo truck speed from 8 to 6
    Disguised spies are now invisible under enemy GPS
    Heroes and missile silos are now limited to one per player
    Volkov got a new armor type: cybernetic for individual balancing
    More health points for Volkov to make him the 4tnk equivalent of infantry
    Medics can't heal Volkov, send him to repair pad or mechanic instead
    Dogs can't eat Volkov and tanks need two attempts to crush him
    Reworked Volkov death sounds/animations (Cyborg version from German RA)

C&C:

    Corrected music.yaml track titles
    Fix wrong civilian field remapping in-game

Dune 2000:

Merged the Rounded Edges Mod by Jes and Bellator:

    Bibs have been removed Building offset and selection boxes adapted
    Units and turrets leave husks
    Siege tank barrel won't rotate anymore
    AI capable of building all units using all queues
    Bullet traces
    Windtrap and IX Research building animations
    New unit balance (mix of Dune II, Dune 2000 and Red Alert)
    Repair pad animation
    No more obsessive "silos needed"
    Defense building queue -> heavy armor queue
    Medics (using thumper graphics)
    Aircraft are no longer buildable
    Harvesting has been slowed down
    Replaced blank shellmap with random multiplayer stills
    Starport requires energy to operate
« Last Edit: February 03, 2013, 09:23:22 PM by Matt »

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Offline Iran

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Re: New version of OpenRA
« Reply #10 on: February 04, 2013, 07:57:32 AM »
Nice! Does the OpenRA map editor support making full map preview PNG images?

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Offline Matt

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Re: New version of OpenRA
« Reply #11 on: February 04, 2013, 10:38:31 AM »
Nice! Does the OpenRA map editor support making full map preview PNG images?

It only generates a radar mini-map. I think https://github.com/ihptru/OpenRA-Minimap-Gen is used for http://content.open-ra.org.

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Offline Iran

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Re: New version of OpenRA
« Reply #12 on: February 04, 2013, 04:09:41 PM »
Hmm that isn't really useful. I was asking since their are no tools to make full screen previews of maps, as a workaround you need to run RAED in a VM at 3200x3200, make a screenshot then edit it. Obviously this isn't that handy.

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Offline Matt

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Re: New version of OpenRA
« Reply #13 on: February 05, 2013, 10:09:03 AM »
Hmm that isn't really useful. I was asking since their are no tools to make full screen previews of maps, as a workaround you need to run RAED in a VM at 3200x3200, make a screenshot then edit it. Obviously this isn't that handy.

I opened https://github.com/Holloweye/OpenRA-Content-Website/issues/134 for that.