Search found 29 matches
- Sun Nov 20, 2022 7:14 pm
- Forum: General Discussion
- Topic: 2022 devtest builds
- Replies: 30
- Views: 44521
Re: 2022 devtest builds
Awesome, thanks for sharing it !
- Sat Nov 19, 2022 9:03 pm
- Forum: Mapping and Modding
- Topic: Debris
- Replies: 2
- Views: 3445
Re: Debris
Thanks for the reply, this is what I thought too, it should not be intentional.
In this case, the Git Hub ticket still makes sense. We'll see if it can be enhanced in the future then.
In this case, the Git Hub ticket still makes sense. We'll see if it can be enhanced in the future then.
- Sat Nov 19, 2022 5:25 pm
- Forum: Mapping and Modding
- Topic: Debris
- Replies: 2
- Views: 3445
Debris
Hi, Have the behaviour of the debris tiles been intentionally modified compared the original Red Alert ? I've noticed that some original Red Alert maps are just unplayable - ex. Tiger Core. The Australia map also have large paths now not traversable anymore. I've commented an existing issue I found ...
- Fri Nov 18, 2022 11:14 am
- Forum: Mapping and Modding
- Topic: Ant structures absent in the editor ?
- Replies: 5
- Views: 4208
Re: Ant structures absent in the editor ?
If there is some guidelines, documentation on how to do, I'll gladly contribute.
I have very basic coding skills if it helps.
I have very basic coding skills if it helps.
- Wed Nov 16, 2022 10:09 pm
- Forum: Mapping and Modding
- Topic: Ant structures absent in the editor ?
- Replies: 5
- Views: 4208
Re: Ant structures absent in the editor ?
Mmmh ok thx.
If I can help to recreate "it came from Red Alert" maps in order to implement the campaign, I'll be happy to contribute.
If I can help to recreate "it came from Red Alert" maps in order to implement the campaign, I'll be happy to contribute.
- Wed Nov 16, 2022 2:30 pm
- Forum: Mapping and Modding
- Topic: Ant structures absent in the editor ?
- Replies: 5
- Views: 4208
Ant structures absent in the editor ?
Hi,
In the original game, as everyone is aware, there is a mini campaign where the player plays against the ants.
On these maps, there are ant structures. See here.
However, these structures seem absent from the map editor.
Is there a way to add these structures with the in-game editor?
D.
In the original game, as everyone is aware, there is a mini campaign where the player plays against the ants.
On these maps, there are ant structures. See here.
However, these structures seem absent from the map editor.
Is there a way to add these structures with the in-game editor?
D.
- Sat Nov 12, 2022 2:38 pm
- Forum: Mapping and Modding
- Topic: Map of Ukraine
- Replies: 4
- Views: 5987
Re: Map of Ukraine
I've already made good progress.
As I said it'll be a 128 x 64 map.
It'll be a 5 players free for all map but where 2 vs. 2 will also be possible.
I think it'll be completed in a couple of days.
[EDIT]
I completed it earlier than expected.
https://resource.openra.net/maps/48870/
As I said it'll be a 128 x 64 map.
It'll be a 5 players free for all map but where 2 vs. 2 will also be possible.
I think it'll be completed in a couple of days.
[EDIT]
I completed it earlier than expected.
https://resource.openra.net/maps/48870/
- Fri Nov 11, 2022 4:15 pm
- Forum: Mapping and Modding
- Topic: Crates appearing after destroying a building
- Replies: 2
- Views: 3215
Re: Crates appearing after destroying a building
Thanks, I'll check this !
- Fri Nov 11, 2022 8:12 am
- Forum: Mapping and Modding
- Topic: Map of Ukraine
- Replies: 4
- Views: 5987
- Fri Nov 11, 2022 8:07 am
- Forum: General Discussion
- Topic: Install assets from different languages releases
- Replies: 1
- Views: 1748
Install assets from different languages releases
Hi, I don't know if there is already an issue created in Gît for this or not so I prefer to ask here before creating an unnecessary issue. I own RA and its expansions in both English and French. However, I can only install the assets from my English release. Is it foreseen to also support other lang...
- Thu Nov 10, 2022 6:04 pm
- Forum: Mapping and Modding
- Topic: Crates appearing after destroying a building
- Replies: 2
- Views: 3215
Crates appearing after destroying a building
Hi,
I've created this skirmish map, and have a question.
Is it possible to :
1. Make a crate appear after a particular civilian building is destroyed ?
2. If so, is it possible to force what it'll contain ?
Dasha.
I've created this skirmish map, and have a question.
Is it possible to :
1. Make a crate appear after a particular civilian building is destroyed ?
2. If so, is it possible to force what it'll contain ?
Dasha.
- Mon Nov 07, 2022 10:17 am
- Forum: Mapping and Modding
- Topic: Lag on my Monsters' Archipel map
- Replies: 4
- Views: 3630
Re: Lag on my Monsters' Archipel map
Hello,abcdefg30 wrote: ↑Sun Nov 06, 2022 12:58 pmHi. That is indeed a known issue that is hopefully mitigated on the devtest, see OpenRA/OpenRA#12435.
I confirmed in the devtest topic that indeed, the lag is not there anymore.
Well done dev team !
- Mon Nov 07, 2022 7:13 am
- Forum: General Discussion
- Topic: 2022 devtest builds
- Replies: 30
- Views: 44521
Re: 2022 devtest builds
I realized I did the test with "rush ai" on the devtest but when I experienced the lag on the regular release I used "normal ai". I don't know if it matters but I'll redo the test with a normal ai too on the devtest. [EDIT] I did a test with "normal ai" and no lag observed too. https://we.tl/t-2g3k2...
- Sun Nov 06, 2022 6:53 pm
- Forum: General Discussion
- Topic: 2022 devtest builds
- Replies: 30
- Views: 44521
Re: 2022 devtest builds
OK, I had some time and tried the dev test build on my problematic map and I've to say that now it's very playable, even when I isolate the ennemy AI on its island. I'm attaching my replay in case you want to look at how the AI is reacting when he's completely blocked on its island : https://we.tl/t...
- Sun Nov 06, 2022 2:01 pm
- Forum: General Discussion
- Topic: 2022 devtest builds
- Replies: 30
- Views: 44521
Re: 2022 devtest builds
Hi, I've created a map in which, if I isolate the AI by destroying the 2 bridges it can use to exit its island, the game will start to lag extremely. I'll try my map with this dev test and see if the new path finding model makes things better. I'll keep you posted. The map has been uploaded here : ...