Search found 4 matches

by KillerLUA
Sat Dec 01, 2012 5:53 pm
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9837

This isn't an exclusive club. If you submit patches that make something better, I'll gladly review (and once we get whatever inevitable issues there are ironed out, accept) them -- whether they affect the editor, game code, or even the core engine. Nothing is off-limits -- all you need is a worthwh...
by KillerLUA
Tue Nov 27, 2012 8:22 pm
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9837

Windows only? :D In that case I would prefer to add the functionality to the cross-platform OpenRA.Editor.exe instead. I don't think I am well embedded enough to help with anything official, unless of course they want me to which I gladly would help. But also when it comes to git, I'm clueless; I h...
by KillerLUA
Wed Nov 07, 2012 4:46 pm
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9837

Re: OpenRA IDE

Hoping to add yml support and a basic wrapper for making units that have some special functionality, I just wish the developers would add a package format for mods. Awesome. What do you mean with package format for mods? There is a mod.yaml which defines everything. I mean the ability to package ev...
by KillerLUA
Wed Nov 07, 2012 3:25 am
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9837

OpenRA IDE

Working on an IDE for everything moddy. I already started a SHP editor, but moving it into a IDE style format based on my previous work in Garry's Mod. Previous work: http://account.gmservers.co.uk/gide_15.png SHP Editor: http://account.gmservers.co.uk/shpeditor.png Conversion to an IDE: http://acco...