Search found 1015 matches

by Matt
Fri Nov 29, 2019 6:19 pm
Forum: General Discussion
Topic: Wouldn't it be rather simple to load C&C remaster assets into OpenRA?
Replies: 2
Views: 1229

Re: Wouldn't it be rather simple to load C&C remaster assets into OpenRA?

Paul Chote is in the community council of the remasters so EA seems to be rather supportive of the OpenRA project. It is no problem to have a free and open source engine plus commercial assets. That's usually how these game engine recreations work. OpenRA is the only one I know of that makes it so c...
by Matt
Sat Oct 19, 2019 6:25 pm
Forum: Mapping and Modding
Topic: [Mod] OpenSC
Replies: 12
Views: 1263

Re: [Mod] OpenSC

This project DO NOT use any assets from original Starcraft (1998)
by Matt
Sun Sep 29, 2019 9:44 am
Forum: Mapping and Modding
Topic: [Solved] - Ore and Gem value on a map
Replies: 8
Views: 836

Re: [Solved] - Ore and Gem value on a map

I made an unoptimized attempt to show the ore value per patch some time ago: https://github.com/OpenRA/OpenRA/pull/14055
by Matt
Sun Jul 14, 2019 12:15 am
Forum: Mapping and Modding
Topic: How to change the Loading Screen Symbols in CnC
Replies: 2
Views: 767

Re: How to change the Loading Screen Symbols in CnC

It is hardcoded at https://github.com/OpenRA/OpenRA/blob/b ... een.cs#L63 so you will need to change the code.
by Matt
Sat Jul 13, 2019 2:55 pm
Forum: General Discussion
Topic: Back to the roots
Replies: 12
Views: 1085

Re: Back to the roots

You might want to try https://github.com/OpenRA/raclassic instead.
by Matt
Sat May 25, 2019 12:27 pm
Forum: General Discussion
Topic: Why not add ra2 game mod ?
Replies: 3
Views: 823

Re: Why not add ra2 game mod ?

It was rejected to include it with the engine in https://github.com/OpenRA/OpenRA/pull/9396
by Matt
Sat May 25, 2019 12:19 pm
Forum: General Discussion
Topic: Formation functionality
Replies: 6
Views: 887

Re: Formation functionality

Speed grouping was rejected in https://github.com/OpenRA/OpenRA/pull/13885
by Matt
Fri Feb 22, 2019 3:57 pm
Forum: Mapping and Modding
Topic: Tiberian Sun Tunnels
Replies: 4
Views: 1051

Re: Tiberian Sun Tunnels

They actually map the way the tunnel connect similar to how bridges work.
Trait Documentation wrote:_ is passable, x is blocked, and o are tunnel portals.
by Matt
Sun Jan 06, 2019 12:27 pm
Forum: General Discussion
Topic: Save game in Singleplayer
Replies: 2
Views: 660

Re: Save game in Singleplayer

by Matt
Sat Jan 05, 2019 1:27 pm
Forum: General Discussion
Topic: I consider to quit permanently
Replies: 22
Views: 3838

Re: I consider to quit permanently

There is an --update-map command for the utility which should automate your modded maps migration to a later OpenRA version. https://github.com/OpenRA/OpenRAModSDK/ ... ne-version explains it, but only for mods. It works very similar on maps.
by Matt
Sat Jan 05, 2019 1:22 pm
Forum: General Discussion
Topic: Using Foreign Language Sound Files
Replies: 2
Views: 525

Re: Using Foreign Language Sound Files

The localized media are binary compatible so you can just install them, however you have to do this manually as there is currently some kind of design decision to keep it that way until management of localized installs and UI translation is in place. You can find a tutorial at https://gist.github.co...