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Command & Conquer - Combined Arms (OpenRA release-20170421)
Matt replied to Inq's topic in General Discussion
https://discord.gg/FX9fkZD is their main chat. -
Command & Conquer - Combined Arms (OpenRA release-20170421)
Matt replied to Inq's topic in General Discussion
Nice work. The new units really blend in well. -
Let's all join forces at http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=20325
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So what does the options in Tiberian Sun Config mean?
Matt replied to Hefeweize's topic in Tiberian Sun
What is the preferred one for Windows 7? -
Testers needed for Linux Mint and Ubuntu downloads (Debian package)
Matt replied to FunkyFr3sh's topic in CnCNet Discussion
Instead of .NET on Wine you can also try the Windows version of Mono: https://wiki.winehq.org/Mono- 25 replies
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- Red Alert
- Tiberian Sun
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(and 1 more)
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To be fair I was skeptic at first as well, but it is indeed an interesting remix demonstrating the power of Open Source at it's best.
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It works perfect in DOSBox and is a bit rough on Wine. However last time I tried was 2009. See also https://wiki.ubuntuusers.de/Spiele/Command_%26_Conquer_-_Alarmstufe_Rot/
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I can give you access to http://www.moddb.com/mods/openra-classic if you want to revive it.
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Yes, it obviously started as a mod of the Dune 2000 mod. Especially the early versions when the file format code didn't exist a lot of gaps were filled with D2k to allow testing.
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That's what I also told them. Nevertheless https://github.com/OpenRA/d2 now exists and already works surprisingly well for an early build: https://streamable.com/9g2z
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When I came to find out about the OpenRA project I really loved how easily you can get your hands on it. For example the re-balancing of the engineers was all done by community members. Capturing a construction yard or other vital buildings was a predominant strategy a few years ago. Not walling in your deployed MCV meant you already lost the game which scared away new players. So the Generals style external capturing was implemented and used in the Red Alert mod. It turned the game in favor for more interesting late game battles. For the Tiberian Dawn mod instead the sabotaging where engineers damage the buildings and can only capture badly damaged ones known from RA95 was added to allow more fast pace games, but still avoid game breaking overpowered engineer cheese tactics after just a few minutes of gameplay. The best of it all: the balancing isn't set in stone. To revert back to an instant capture is just a matter of changing a text file. You can also add the rule changes to a map that you can upload at http://resource.openra.net/ to test it against other players who will automatically download your custom map when they join the multiplayer lobby. All in all this is a huge contrast to https://cncnet.org/ which tries to preserve the original game with patches being contributed by very few skilled people who cartographed its byte code and http://redalertpp.org/ which also goes for a conservative approach, but also is very secretive and follows a closed invite-only development model. If all the projects had the very same goals and design principles, they would in turn be quite redundant, so I quite like how the community ecosystem evolved with everyone finding their niche.
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Would you agree to license your sprite font under the GNU General Public License v3 terms?
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Sorry, you can't. The original Dune 2000 uses Direct X 5.0 for rendering so you need something else to create screenshots. The http://www.openra.net/ Dune 2000 mod utilizes OpenGL for rendering, but I don't know if the Steam overlay works with it.
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The download link is broken so are the screenshots above. I wonder what library did you use for UPnP port forwarding in that tool and the cncnet client.