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Posts
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Everything posted by Matt
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See http://www.sleipnirstuff.com/forum/viewtopic.php?t=16329 for a list of suggestions on how to rebalance the upcoming OpenRA TS mod.
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Oh nice. That might give us some insights. We just integrated Lua scripting, but lack legacy trigger support/import whatsoever.
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This is pretty impressive for someone who only knows about high-level programming languages.
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You can write new triggers in assembly and patch them into RA95.exe?
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Colors and perspective seem distorted. However pretty cool. Houses is something Red Alert lacked like forever. The battlefield was always pretty much empty.
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See https://github.com/OpenRA/OpenRA/pull/3549 for an old-town temperat terrain expansion that still needs some work and http://www.sleipnirstuff.com/forum/viewtopic.php?t=15068 for some tiles we already included.
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When I think of competitive gaming, it seems Starcraft has been the one who popularized it, especially with all the glitches and exploits that never got officially fixed by Westwood, but Red Alert was probably very easily accessible both in game-play and modding.
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It definitely runs on Windows 7, we even still support Windows XP SP3. OpenGL is also correct and of course you need a graphics card. The current release with Voxel support might require OpenGL 2.1+ in fact I am not so sure. It was slightly lower before. Anyway: be sure to install a recent GPU driver and everything should be fine.
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Perfect, thanks for the quick fix.
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Yes, the FSF is pretty strict about this http://www.gnu.org/licenses/gpl-faq.html#WhyMustIInclude not like the Creative Commons ones where an URL is enough.
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You can certainly change the code to your needs and take credit for your modifications. You just need to preserve the original copyright and license. http://www.gnu.org/licenses/gpl-faq.html#IWantCredit It makes sense to do this per-file as you mixed OpenRA source code with stuff gathered from other sources like Nyerguds who seems to prefer a custom WTFPL like attribution without copyleft.
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That would be the optimal solution. See also https://github.com/zzattack/ccmaps-net/issues/2 as you are not the only one who is not used to how the GNU GPL works.
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I just noticed that you copy & pasted some code https://github.com/Iran/RAFullMapPreviewGenerator/blob/master/FileFormats/Platform.cs#L45 but without the license reminder in each file. You should at least mention https://github.com/OpenRA/OpenRA in the README. Backspaceware is not cool and really demotivates everyone who lives the Open Source idea.
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You need to distribute https://github.com/OpenRA/OpenRA/blob/bleed/COPYING with the source code and binaries to comply with the license.
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The official CnCNet5 client+game package download thread
Matt replied to FunkyFr3sh's topic in CnCNet Discussion
We had that problem, too for OpenRA. It was flagged as possible malware because few people installed it and it was unknown to Symantec. https://github.com/OpenRA/OpenRA/issues/3326 also has some links where to submit for whitelisting. -
Our September release is another huge jump, with over 1,100 changes and improvements by 17 authors. The headline changes in this build are: Refined Fog of War behavior (buildings and ore/tiberium/spice are now frozen as they were last seen). Added game options for starting units, starting cash, team construction, shroud, fog of war. Reworked engineer behavior - C&C again uses the classic behavior, and RA/D2K external (C&C Generals style) capturing. Overhauled firing, projectile, and explosion effects for all mods. Native support for the D2K game files, significantly improving the artwork and sound quality. Fixed windows installer problems. A lot more bug, crash, and performance fixes. Please note that that OpenRA now requires GPU support for framebuffer objects. This should not be a problem for most computers manufactured in the last 5-7 years, but some older high-end GPUs may not work from this release onward. The full list of changes is far too large to include here, so we recommend clicking through to the human-optimized changelog or full list of commits. If youd like to get involved, the best point of contact is our IRC channel #openra (webchat). This release also adds beta support for Tiberian Sun and Red Alert 2 assets. Work has started on an official Tiberian Sun mod, but we dont expect this to be ready for several more months. In the meantime, modders can take advantage of the new voxel and shp(ts) support in their own projects. D2K now uses the original translucent explosion effects. The overhauled lobby interface offers several new game options. An early test showing voxel units in OpenRA (we have no plans on shipping this!). We have also taken this time to overhaul our website. Its hot off the virtual press, so please let us know if you spot any typos or rendering glitches.
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Congratulations. I think it is a much better solution for you. Using donated hardware works around the issue that you are asking for money (although it is just donations to keep the servers running) for a trademarked brand and other intellectual property that you don't own at all.
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See http://mvinetwork.co.uk/category/reverse-engineering/ for the blog posts which only take Dune 2000 as an example that was pretty much unexplored before and http://d2kplus.com/wiki for Dune 2000 specs. Tiberian Sun file formats and other engine workings should already be documented.
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If you count OpenRA as "a mod or what not" then yes, it has a C&C mod with Skirmish mode.
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http://mvinetwork.co.uk/2012/01/29/core-concepts-of-reverse-engineering-part-2-the-hex-editor/ has a nice introduction to it.
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It is even worse. Not everything complies to the UPnP "standard" and the case when multiple devices exist is also horrid. Mono.Nat works, but does not solve every problem for you.
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For me Tiberian Sun almost reproducibly does crash when Kane appears for the first time in a FMV video during the Nod campaign in a mission won video. Very annoying as the game does not care that you already completed the mission (and it happened twice...). Works just all right on Windows XP. Compatibility mode does not make the game more stable. FMV are crashy and I think some SHP overlays glitch especially for explosions in some mods. This is definitely bit rot you can't workaround easily.
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I suggest you add automagic UPnP port forwarding if people have a router to avoid the need to tunnel all the traffic or tell people to read portforward.com all over again. Do you guess the players location by IP? What service/library do you use for it?