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New version of OpenRA


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  • 1 year later...

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).

 

 

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  • 3 months later...

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.

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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 :P

 

[edit]

 

Well, it seems he is credited properly on the 20101013 update in the full credits file, at least.

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  • 2 weeks later...

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

 

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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.

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