Revolutionary Posted May 12, 2011 Share Posted May 12, 2011 A new version of OpenRA had been released Featuring Better support for Ubuntu 11.04 Improved AI various bug fixes And new features such as (RA) Supply Truck unit for donating cash to other players (RA) Bounties for killing enemy units Original post Download Link to comment Share on other sites More sharing options...
smoky 10983 Posted May 12, 2011 Share Posted May 12, 2011 not bad Link to comment Share on other sites More sharing options...
Matt Posted October 8, 2012 Share Posted October 8, 2012 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. Link to comment Share on other sites More sharing options...
Nyerguds Posted October 8, 2012 Share Posted October 8, 2012 I should really check that some more. How did things work out with that Dune mod? Link to comment Share on other sites More sharing options...
Matt Posted October 8, 2012 Share Posted October 8, 2012 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). Link to comment Share on other sites More sharing options...
Matt Posted January 19, 2013 Share Posted January 19, 2013 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. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 20, 2013 Share Posted January 20, 2013 Jk originally converted the Snow tileset to C&C1... please credit him properly. All I did was make some minor fixes to it, and add the Desert tiberium SHP files into it, which, due to the wrong palette, looks snowy on it [edit] Well, it seems he is credited properly on the 20101013 update in the full credits file, at least. Link to comment Share on other sites More sharing options...
pichorra Posted January 21, 2013 Share Posted January 21, 2013 Is there still the Warcraft fog mode? I WANT IT LIKE C&C! Link to comment Share on other sites More sharing options...
Matt Posted January 22, 2013 Share Posted January 22, 2013 There is an effort to create RA Classic - a Red Alert 1 inspired mod. Link to comment Share on other sites More sharing options...
Matt Posted February 3, 2013 Share Posted February 3, 2013 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 Link to comment Share on other sites More sharing options...
Iran Posted February 4, 2013 Share Posted February 4, 2013 Nice! Does the OpenRA map editor support making full map preview PNG images? Link to comment Share on other sites More sharing options...
Matt Posted February 4, 2013 Share Posted February 4, 2013 Nice! Does the OpenRA map editor support making full map preview PNG images? It only generates a radar mini-map. I think https://github.com/ihptru/OpenRA-Minimap-Gen is used for http://content.open-ra.org. Link to comment Share on other sites More sharing options...
Iran Posted February 4, 2013 Share Posted February 4, 2013 Hmm that isn't really useful. I was asking since their are no tools to make full screen previews of maps, as a workaround you need to run RAED in a VM at 3200x3200, make a screenshot then edit it. Obviously this isn't that handy. Link to comment Share on other sites More sharing options...
Matt Posted February 5, 2013 Share Posted February 5, 2013 Hmm that isn't really useful. I was asking since their are no tools to make full screen previews of maps, as a workaround you need to run RAED in a VM at 3200x3200, make a screenshot then edit it. Obviously this isn't that handy. I opened https://github.com/Holloweye/OpenRA-Content-Website/issues/134 for that. Link to comment Share on other sites More sharing options...
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