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Matt

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Everything posted by Matt

  1. https://github.com/OpenRA/OpenRA includes a command line utility for fileformat conversions and a GUI tileset builder. There is some documentation at https://github.com/OpenRA/OpenRA/wiki/Pixelart
  2. Matt

    OpenRA

    He recently uploaded it to https://github.com/ultraq/redhorizon and started working on it again.
  3. I thought you were stuck and required help. Did not know that you already solved all technical issues. Wonder why everyone dislikes OpenRA. Looks like the C&C gamers form a conservative and sometimes frightening hostile community. The gameplay shown on the videos is awesome by the way.
  4. For everyone who is not following the bugs.open-ra.org I will reveal you that clever Nyerguds ripped it from the awesome DOS Installer. https://www.youtube.com/watch?v=DISkNm4Mfd0
  5. You can upload it at http://content.open-ra.org/ too. While it is unlikely to see big http://www.moddb.com/games/openra/mods coming and staying alive for long, it could still be re-used in mini-games or maps with custom units.
  6. Nice pixel job. I like the attention to detail at the fill/unfill animation with the person next to the tanker.
  7. Saw a YouTube video of it and the oil harvesting is a really interesting feature, well hacked. Reminds me of KKND.
  8. Is there a sound for "establishing battlefield control" or another good substitute to play when games are started?
  9. I just thought that you could re-use some parts of the existing code. OpenRA file formats are not that different. RA Classic - a Red Alert 1 inspired mod is currently dead in favor of https://github.com/Iran/PortableRA and OpenRA lacks a game lobby with central chat which CnCNet currently offers. We rely heavily on external IRC for match making although it is planned to add in-game IRC support one day. I think your modern http://battle.net and http://battlelog.battlefield.com like approach is a clever way to go. Good luck on that one. Can't wait to see a working prototype.
  10. The way to create interesting missions is to do it in the C# source code https://github.com/ScottNZ/OpenRA/commits/missions at the moment. :/ However https://github.com/OpenRA/OpenRA/issues/2067 is on the agenda. This should get split up into re-usable traits so you can script missions without https://github.com/OpenRA/OpenRA/wiki/Compiling. It is just that no one except Scott currently does work on a campaign using OpenRA or announced that he is willing to do so.
  11. In fact not as I currently try to integrate your language-packs into OpenRA and no-one else is working on Italian strings at the moment.
  12. Hmm, maybe reduce CnCNet to a simple http://master.open-ra.org/list.php and use IRC as a chat protocol. What you describe as a map repository already exists at http://content.open-ra.org/ Both https://github.com/OpenRA/OpenRAMasterServer and https://github.com/ihptru/OpenRA-Content-Website exist as Open Source projects. They might be tied to the needs of https://github.com/OpenRA/OpenRA though and of course OpenRA does not require legacy internet protocol workarounds. Small communities should avoid the not invented here syndrome.
  13. Have you advertised your website in the OpenRA forums? I never heard of it. We currently use http://wiki.ihptru.net/index.php/Competition_Hub
  14. You could also help with http://forum.dune2k.com/topic/24184-opend2k-cross-platform-reimplementation-of-dune-2000/
  15. Is http://iran.cnc-comm.com/ra/ included in http://redalert1.com/?
  16. You can do this with http://openra.res0l.net/ too. It supports multiple MCVs, unlimited factions (I use 3 in my Dune 2000 mod) and is generally easier to mod than the originals. We also support coding dynamic co-op single-player with everything the engine supports (no braindead triggers).
  17. On a related note, OpenRA is also working on a user-friendly localisation framework: https://github.com/OpenRA/OpenRA/wiki/Translation In the end we want users to only edit some text files without any https://github.com/OpenRA/OpenRA/wiki/Pixelart involved.
  18. I don't know what exactly you mean by foundations, but I guess OpenRA allows this to be modified more intuitively at https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/rules/structures.yaml#L903
  19. https://github.com/OpenRA/OpenRA/wiki/Pixelart might also be helpful for you.
  20. We added the desert tileset to http://open-ra.org/ recently. Have a look at https://github.com/OpenRA/OpenRA/pull/2445
  21. The oil fields are quite innovative. Have a look at http://open-ra.org/ It already supports everything you require for this mod without any DLL injections. Due to it's Open Source nature there are no boundaries as you can add any new features you like.
  22. There is an effort to create RA Classic - a Red Alert 1 inspired mod.
  23. 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.
  24. 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).
  25. 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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