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Posts
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Everything posted by Matt
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Why is it dead? They just announced multiple post release updates which make the project look very healthy.
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Cool thanks. This is exactly what we need.
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Link is 404 We could need this https://github.com/OpenRA/OpenRA/issues/4988#issuecomment-39175635
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Try http://resource.openra.net/maps/upload/ in the mean time. Requires signing in first.
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KatzSmile is redoing everything in 2x scale.
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The other option is to redo all sprites (in HD) because the stretching seems to be a minor issue compared to the low resolution (and unsuitable license) of the original art.
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Nope, I did not know about that. Thanks, looks handy. To compare: we collect additional assets (from DOS/Demo), community art and other overrides at https://github.com/OpenRA/OpenRA/tree/bleed/mods/cnc/bits
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Combine started something for OpenRA http://www.sleipnirstuff.com/forum/viewtopic.php?t=15900 some time ago. Maybe connect with him.
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Sure, but I don't care about that feature nor have the appropriate knowledge.
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Time for it go away I guess https://github.com/OpenRA/OpenRA/pull/4750
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File a feature request at http://bugs.open-ra.org then.
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The https://github.com/OpenRA/OpenRA/blob/bleed/mods/cnc/bits/demo.mix seems to be our reservoir of DOS assets we scavenge from time to time.
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To my knowledge there is no sprite stretching in place anywhere in OpenRA. Interesting, I did not even know that it existed in the originals.
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It is a clean room re-implementation. No legacy code is used, ported or executed. The renderer is self-made using OpenGL and libSDL. I doubt those modern libraries and APIs have VGA on CRT monitor stretching workaround features.
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First time I heard about that. Not sure what you mean. Suggest you try it out yourself or show some screenshots for comparison.
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If that means you can use any resolution without weird stretching or black bars, then yes. It is a modern RTS game hiding in retro sprites.
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That would be helpful. See also https://github.com/OpenRA/OpenRA/pull/4715 for getting your Tiberium Stalk in-game.
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As discussed in IRC we would like to include the per terrain barracks in our RA mod. I have trouble converting the palettes from TD -> RA. Our command line utility fails probably because of the split remap ranges. KatzSmile managed to convert the PCX files you sent me http://rghost.net/52603855 but GIMP seems to destroy the palette when slicing it into pieces and converting to 8-bit indexed PNG. Do you have SHPs in RA's palette at hand?
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We learned from our mistakes in the past http://blogs.ijw.co.nz/chris/index.php/2010/10/openra-reddit-postmortem/ The TotalBiscuit hit was again unexpected, but this time the web server could cope with it. However we still had to reinforce our content delivery infrastructure for people to get acceptable download speeds.
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I have to agree with Nyerguds here. Also don't forget to estimate how much fun a new unit adds to the game, because after all that is somehow the most important when designing a good overall experience. A very powerful strategy like dropping super heroes with fast invisible vehicles that you can't defend against can lead to frustration. Phase transports is something even we (the guys that are destroying the retro Red Alert experience TM) have not touched yet, although all technical prerequisites have already been implemented. That unit seems to have been created for single player only.
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In fact this forum has no OpenRA section. This was done as per IRC request as LoveHandles wanted to upload his maps at http://content.open-ra.org/?action=user_items&table=maps&id=139 and the conversion failed. It was the easiest way to upload right here. The good news is: my fix has just been merged into the development code base. RAED legacy map conversion support will be included in the next OpenRA release.
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Guessing by the name we have similar https://github.com/OpenRA/OpenRA/wiki/Traits. For that NoBuildingCrew and BuildingsGetInstantlyCaptured you can try adding that in map.yaml: Rules: ^Building: -EmitInfantryOnSell: E6: -ExternalCaptures: Captures: Sabotage: no
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As requested the OpenRA conversions of your maps. There are some problems with RAED that should be fixed with https://github.com/OpenRA/OpenRA/pull/4566 and one custom rule that got ignored in the import. Lovehandles-RAED-maps-OpenRA-converted-fixed.zip
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Yep, player numbers pretty much exploded: Luckily our infrastructure mastered the stress test. We are not used to CnCNet like popularity.
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By the way, that guy just reviewed us and gave us a huge boost in player numbers and popularity: Command & Conquer: Red Alert, because why not?