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Posts
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Everything posted by Matt
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Congratulations, I really enjoy visiting these forums.
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Sometimes it is easier to rewrite from scratch than try to hack stuff into an oldie. However we decided for middle mouse drag scrolling.
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The web interface mock ups look interesting.
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Small company with big plans.
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Why would anyone attack a legacy games platform maintained mostly by fans? How lame is that.
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At least the fixes for the visual glitches are mostly shared between OpenRA and PortableRA. For the best legacy experience definitely go for the patched original distributed by iran and friends.
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I suggest you search and ask at http://www.ppmsite.com/forum/ which is a very active TS modding community.
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Tiberian Dawn players, heads up! CnCNet 5 tunneling with US and EU
Matt replied to hifi's topic in CnCNet News
Must have been a misunderstanding. I have not looked at the source code of CnCNet and I am not the expert here. From my (OpenRA) experience bandwidth is not the big issue in retro RTS games, but latency is, so it makes sense to have separate US and EU servers. That should make it a lot more lag-free for people from those continents. -
Tiberian Dawn players, heads up! CnCNet 5 tunneling with US and EU
Matt replied to hifi's topic in CnCNet News
I thought the idea of the next CnCNet version was to overcome tunneling of all traffic? -
Have a look at http://mvinetwork.co.uk/category/reverse-engineering/ if you are interested in tutorials on binary hacking old games. Barnaby explains and documents everything thoroughly for Dune 2000 including how to get started when you are new to investigating file formats etc.
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I suggest you join #openra on FreeNode IRC if you want to stream the finals of the OpenRA June 2013 2v2 tournament.
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You could ask http://twitch.tv/h4mb and http://www.twitch.tv/nukembro/videos for permission to use their recorded commentaries of the OpenRA tournament in your channel.
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The next version of OpenRA will have preliminary support for Tiberian Sun and Red Alert 2 file formats.
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I downloaded the Tiberian Sun installer from http://cnc-comm.com/community/index.php?action=downloads;sa=view;down=41 which is excellently packaged and very convenient to use. Also noticed many rendering glitches in the game especially with SHP overlays. Not sure if that is an original bug introduced by EA pushing Westwood to "fuck it, let's release" without proper QA or if it is the new DirectX 11 on Windows 7 together with some wonky compatibility mode. The game speed as well as the scroll rate seems to have some trouble with modern hardware. It will only crash under Linux with Wine (just when I finished the mission *gnaargh*) quite a lot, but that is no wonder. I also have never heart of the abbreviation of CTD as every game should only throw an exception if something goes wrong. Only extremely horrible code will lock up the entire kernel and crash the whole operating system.
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I also suggest that you add the ping to the lobby. While those legacy RTS games require very few bandwidth the roundtrip time is kinda important although not as much as in shooters. As you use IRC as a backend you might got latency already for free.
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Today we're announcing our long-overdue "Mammoth May Madness" release. In the last 7 months, 26 authors have contributed more than 1,100 individual changes and improvements. Some of the highlights in this release include: - Significantly improved AI. - UI improvements to the menus and lobby. - New UI for replays, spectators and defeated players. - New construction radius limits for C&C and D2K. - Repairable bridges. - Desert theater for RA. - Left-click mouse controls (beta). - 5 new missions for RA. - 20 new multiplayer maps across all three mods. - Significant balance improvements across all three mods. - More bugfixes than you can shake a tesla coil at. A Composite screenshot showing the new lobby tooltips and player color selector in the Dune 2000 mod The Red Alert mod includes a new main menu and desert-themed shellmap. The C&C and D2K mods now require buildings to be constructed near a construction yard, reducing the effectiveness of multiple-building-queue base-walking strategies. Bridges can now be repaired by sending an engineer into the rubble. Head to the Official Website or Desura to download.
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Mods are an entirely different category. Changing the behaviour/rules of the base game for everyone is what causes disagreements and issues. https://github.com/OpenRA/OpenRA/tree/bleed/mods/ra Technically all the behaivor and rules in OpenRA (just the engine) are defined in mods. It also supports complete customizations per map.
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I don't think this is possible, assuming all spy/thief/engineer logic is hard coded. We were brainstorming for new infiltration effects for OpenRA at http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=16145
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It seems to be a closed closed closed beta because they advertise "register for beta" now since years, but you never get an invitation. Even game magazines are not allowed to publish their own screen-shots. I adjure EA will manage fail this somehow. Maybe ordering not enough server capacity so the launch will be a disaster, making this available to high-end machines only because it uses a too demanding FPS engine or rip off players with a perverted "free to play" scheme that let's them pay even more than they are used to when they sold boxes with CDs and keys.
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Impressive! I never thought it is even possible to hack something like that together so it works with RA95. Does the GUI work on Mac and Linux, too?
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Who made the icons for http://cnc.wikia.com/wiki/Giant_Ants#The_Ants?
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He also created alternative wide-screen resolution cameos which come with EVA-style placeholder icons.
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