Search found 49 matches

by Generalcamo
Sun Jan 03, 2016 3:10 am
Forum: General Discussion
Topic: MAD tank needs big buff
Replies: 2
Views: 3098

What is this? A GIF for ants?
by Generalcamo
Sun Jan 03, 2016 2:57 am
Forum: General Discussion
Topic: Dropping support for downloading assets ?
Replies: 32
Views: 21978

^ What?

About this topic: I think that a free alternative needs to be made first. Like OpenTTD did. We can't lose what players we may possibly gain from our existing mods until we give them something to replace the original game assets.
by Generalcamo
Tue Apr 30, 2013 8:55 pm
Forum: General Discussion
Topic: M.A.D. Tank!
Replies: 11
Views: 8751

Remove the transport capability, and just make it a Phase Tank.
by Generalcamo
Wed Feb 13, 2013 11:04 am
Forum: General Discussion
Topic: [CNC] progress on the mod & future directions
Replies: 7
Views: 6003

Mailaender already said he would fix that, as it would be needed for the Classic Mod.

Few more things to hopefully implement:
EMP for ion cannon (This will bring it back to the intended role as a support weapon, as discussed back in 2011)
Support for unmanning vehicles (Microwave tank anyone?)
by Generalcamo
Sat Feb 09, 2013 7:24 pm
Forum: Mapping and Modding
Topic: [MOD] Command and Conquer: Revisioned
Replies: 8
Views: 8413

I've been working on this mod for a while now. I have a github open, but there isn't much on it right now, so I will post that later. Right now, here is what I have: New Tech Buildings Oil Refinery (Gives you income. Slower then Oil Derrick, but gives a lot more) Warehouse (Gives you old, but useful...
by Generalcamo
Sat Feb 09, 2013 5:14 pm
Forum: Mapping and Modding
Topic: Changing Soundeffects for OpenRA (Tutorial)
Replies: 6
Views: 8210

Ignoring the Trololo part, I like your other sounds. Could you commit them to GitHub? Those other sounds I used were only supposed to be temporary anyway.
by Generalcamo
Fri Feb 01, 2013 12:04 am
Forum: Mapping and Modding
Topic: Palette Files for Tiberian Dawn and Red Alert
Replies: 4
Views: 5482

Palette Files for Tiberian Dawn and Red Alert

This is given to the entire modding community in order to facilitate the modding of OpenRA. These contain palette files for both Tiberian Dawn and Red Alert. They can be used in any image editor that supports indexed mode, namely, Photoshop and GIMP. I don't have the Dune2K palette files right now, ...
by Generalcamo
Mon Jan 28, 2013 8:33 pm
Forum: General Discussion
Topic: Engineers - what have been people's ideas to moderate?
Replies: 45
Views: 28663

I dislike the Generals style in here. Way too much away from ANY C&C game except generals. It would only really work with General's other features, which would turn this into Generals. Should have multi-engineer instead: Two engineers are required to capture a building, one to damage it, one to capt...
by Generalcamo
Mon Jan 28, 2013 8:25 pm
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 261601

OpenRA has charm. Right now people aren't playing it due to the complaints about the lack of classic modes. Once this is in, they will have no reason to complain.
by Generalcamo
Mon Jan 28, 2013 2:23 am
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 261601

You guys still need:

Capture the Flag (should integrate this with all the mods though)
An option to disable Aftermath units (yes, it was in the original)
Yak Strafing
Classic Spy Logic

But so far, so good.
by Generalcamo
Fri Jan 25, 2013 11:41 pm
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 261601

One last thing is needed: Strafing. In the original RA, the yak would dump all of its ammo in a line. That will be need here.
by Generalcamo
Thu Jan 24, 2013 8:17 pm
Forum: Mapping and Modding
Topic: [MOD] Command and Conquer: Revisioned
Replies: 8
Views: 8413

Thanks for that initial support. Right now, I am adding in Bullet Physics and whatnot. I am using stock code right now, just to see what I can do. The results are working really well, but slightly buggy. I will post pictures when I feel like it is ready. Bellator, psydev, thanks for that. I have pla...
by Generalcamo
Tue Jan 22, 2013 8:13 pm
Forum: Mapping and Modding
Topic: [MOD] Command and Conquer: Revisioned
Replies: 8
Views: 8413

That's a plan. This is the framework. It needs to be done with code if you need to know though.
by Generalcamo
Tue Jan 22, 2013 4:19 am
Forum: Mapping and Modding
Topic: [MOD] Command and Conquer: Revisioned
Replies: 8
Views: 8413

[MOD] Command and Conquer: Revisioned

So, I was recently playing some classic Tiberian Dawn, especially the single player. And I thought: Why don't I turn this game more into what we saw in the cutscenes? And then I thought: Why don't I also add all of those cool units we found in beta? So, I set out to do this stuff, and I came across ...
by Generalcamo
Tue Jan 22, 2013 1:47 am
Forum: Mapping and Modding
Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
Replies: 98
Views: 261601

It would be cool if this was part of the official OpenRA build instead of a complete fork, as that would avoid separating the small community. Also, modders and mappers could use your features in their maps, and you would be a big part of it.