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Posts
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Everything posted by Matt
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TiberianSharp (formerly Luftballon) research thread
Matt replied to ShadowDog's topic in The Tech Center
You are reinventing the wheel. Fork us at https://github.com/OpenRA/OpenRA -
We have a wishlist at https://github.com/OpenRA/OpenRA/issues/2740
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You might have been seen someone playing OpenRA which supports queuing.
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Harisson also did textless cameos and posted them at http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15353
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Makes sense that they used replays for engine debugging.
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My signature and avatar should make it clear what my hobby is. I am a regular contributer to OpenRA. Really like this forum and it's skin.
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No conversion though. We added native Voxel support in OpenRA. http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=16215
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Red Alert 1 campaign "Flame Dancers : Genesis set 1" 19 missions
Matt replied to FunkyFr3sh's topic in RA Singleplayer Maps
Can you also port http://www.ultraq.net.nz/campaign/? I could not get it to work with the recent community-patched versions. -
We are currently working on the other way round in creating a ra-classic mod for OpenRA which has the legacy game rules and should also feel and look more like the original. It is discussed at http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=16023&postdays=0&postorder=asc&start=0
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OpenRA 2v2 Tournament Round 1 (chrisf, hamb vs Scott, Ripley)
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Kaspersky AV finds a trojan on the MiniRA found at redalert1.com.
Matt replied to Loveoldgames's topic in Red Alert
I suspect some techniques used by legacy game patchers such as https://github.com/iran/syringe to be responsible for those false-positives -
For Co-Op missions with objectives go for OpenRA and download the latest playtest.
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FPS is a little low in those C&C95 videos.
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I agree with Tyler Wilde here. The simplicity of the game is the key: easy modding using text files, few buttons on the UI and sprite based maps/units.
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I would love to see OpenRA games streamed on Twitch.
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How to install Red Alert 1 on Windows XP Vista 7 8 10 Linux MAC. 32 / 64bit
Matt replied to FunkyFr3sh's topic in Red Alert
So the legal status is: they don't care. Thanks for "clarifying". -
How to install Red Alert 1 on Windows XP Vista 7 8 10 Linux MAC. 32 / 64bit
Matt replied to FunkyFr3sh's topic in Red Alert
Are the links to Aftermath and Counter-Strike ISO legal? -
Can we get an OpenRA channel?
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I opened https://github.com/Holloweye/OpenRA-Content-Website/issues/134 for that.
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You might get false-positives because tools like https://github.com/iran/syringe are commonly used by malware to hide in other apps to avoid getting blocked by desktop firewalls.
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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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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
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I don't think so. Patches are welcome.
- 56 replies
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- Tiberian Dawn
- Red Alert
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(and 3 more)
Tagged with:
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Yes, it supports it via the https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.FileFormats/Graphics/Dune2ShpReader.cs and I think it was used to convert the mouse cursors to the new formats.
- 56 replies
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- Tiberian Dawn
- Red Alert
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(and 3 more)
Tagged with: