Search found 712 matches

by Sleipnir
Sun Dec 02, 2018 8:31 am
Forum: General Discussion
Topic: Server Logs
Replies: 2
Views: 84

Re: Server Logs

See #14686 and #13308.
by Sleipnir
Mon Nov 26, 2018 11:45 pm
Forum: Announcements
Topic: New OpenRA forums
Replies: 30
Views: 9372

Re: New OpenRA forums

It remains something that I would like to do, but I have not had sufficient time or motivation to proceed with it. My work and family life take first priority, and then OpenRA soaks up everything that is left.
by Sleipnir
Thu Nov 22, 2018 1:13 pm
Forum: Mapping and Modding
Topic: Last update broke my map edit
Replies: 2
Views: 109

Re: Last update broke my map edit

The map updater provides a list of manual changes that need to be investigated and tweaked for each map. e.g. https://resource.openra.net/maps/29524/update_logs/
by Sleipnir
Mon Oct 22, 2018 6:09 pm
Forum: General Discussion
Topic: Problem with downloading music?
Replies: 5
Views: 264

Re: Problem with downloading music?

You can blame EA for this. They forgot to include the expansion music on the First Decade disc, and only added it later in one of the downloadable patches.
by Sleipnir
Sat Oct 13, 2018 10:54 am
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 3702

Re: Redesigning and Balancing TD

The delay is equal to the width of the map divided by the aircraft speed. Wider maps have longer delays.
by Sleipnir
Fri Oct 12, 2018 9:36 pm
Forum: General Discussion
Topic: Release-20180923 - Discussion
Replies: 33
Views: 1875

Re: Release-20180923 - Discussion

The first point was an intentional change back in release-20180218 (see the second point under "Other notable changes").

The second one is probably #15654. Can you please post the replay there?
by Sleipnir
Fri Oct 12, 2018 5:43 pm
Forum: Mapping and Modding
Topic: Will there be some more actor-spawning traits?
Replies: 5
Views: 222

Re: Will there be some more actor-spawning traits?

https://github.com/OpenRA/OpenRAModSDK/wiki/Getting-Started describes how to get started with the Mod SDK https://www.youtube.com/watch?v=l-I-uegOe9Y&feature=youtu.be&list=PLfB8AMhujfIsFdjQ2-aFaupkyDUKNjmnP demonstrates how to create a mod that builds on top of RA and adds custom code on top (this f...
by Sleipnir
Fri Oct 12, 2018 2:24 pm
Forum: Mapping and Modding
Topic: Will there be some more actor-spawning traits?
Replies: 5
Views: 222

Re: Will there be some more actor-spawning traits?

Breaking the habit of using invisible actors and other workarounds is one of the biggest changes to get used to when moving from RA2/Ares to OpenRA. If you need a support power that creates a lightning storm, then you can create one directly! Open/Create the C# project for your mod, define a new tra...
by Sleipnir
Thu Oct 11, 2018 4:57 pm
Forum: General Discussion
Topic: A Special Announcement from EA
Replies: 128
Views: 13286

A Special Announcement from EA

EA have today announced that they are looking into options for remastering the original C&C games . We expect the OpenRA community will have some strong opinions on this topic, and Jim Vesalla (EA_Jimtern) will be looking at your feedback, and hopefully participating in the discussion! Please rememb...
by Sleipnir
Tue Oct 09, 2018 6:01 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 3702

Re: Redesigning and Balancing TD

Please be mindful of the forum rules. There are many ways to disagree with someone without being abusive or agressive.
by Sleipnir
Mon Oct 08, 2018 5:52 pm
Forum: Mapping and Modding
Topic: Questions ...
Replies: 2
Views: 202

Re: Questions ...

- How to make a neutral, capturable refinery not spawn an unwanted harvester ? Open map.yaml, find the refinery in the Actors section, then add "FreeActor: False" in with the owner and location initializers. - How to make a capturable airfield give all the related superpowers (including parabombs) ...
by Sleipnir
Mon Oct 08, 2018 2:45 pm
Forum: General Discussion
Topic: Mechanics, engineers and scrapping and restoring husks
Replies: 43
Views: 1634

Re: Mechanics, engineers and scrapping and restoring husks

I guess that the confusion comes from equating staying true to the original to identical to the original , which completely changes the meaning of the statement. I'm not aware of anybody who is seriously suggesting that OpenRA should be a direct clone of the original games, except as a straw-man to ...
by Sleipnir
Sun Oct 07, 2018 8:17 pm
Forum: General Discussion
Topic: Mechanics, engineers and scrapping and restoring husks
Replies: 43
Views: 1634

Re: Mechanics, engineers and scrapping and restoring husks

I realized that the engineer PR introduced new logic that could be used to prevent vehicle movement during the final moments of hijacking, and this has now been merged to the bleed branch. This should go a long way (but probably not all the way) towards fixing the bogus hijacker behaviour. While I w...
by Sleipnir
Sun Oct 07, 2018 12:50 pm
Forum: General Discussion
Topic: Mechanics, engineers and scrapping and restoring husks
Replies: 43
Views: 1634

Re: Mechanics, engineers and scrapping and restoring husks

Hijackers may be "broken" but so are dogs, tank turrets, the minimap, air rearming, orders in general, path finding, aggressive stance, mine layers. If everything that doesnt work properly got removed there wouldnt be much of a game left! And they work almost *well enough* imo if you have time to m...
by Sleipnir
Sun Oct 07, 2018 12:09 pm
Forum: General Discussion
Topic: Redesigning and Balancing TD
Replies: 74
Views: 3702

Re: Redesigning and Balancing TD

AoA spent the last couple of years arguing for the engineer change, but agreed to defer it until the engine code was fixed (it will be for the next release), and there was some kind of consensus in the community for adopting it (which won't be possible until at least the next playtest + test maps + ...