Search found 20 matches
- Mon Sep 19, 2016 12:27 am
- Forum: Mapping and Modding
- Topic: Issues with OS SHP Builder OpenRA Utility
- Replies: 1
- Views: 2791
Issues with OS SHP Builder OpenRA Utility
So, I've been working on updating my mod (which is slightly buried, but that's my own fault for not updating it). That being said, I've been getting bogged down because I want to add my own custom sprites to it. I have a .png file ready to be converted, however, both SHP Builder and OpenRA Utility r...
- Thu Apr 21, 2016 4:03 pm
- Forum: Mapping and Modding
- Topic: New website to share openra sprites
- Replies: 9
- Views: 7692
- Mon Apr 04, 2016 8:12 pm
- Forum: Mapping and Modding
- Topic: Red Alert Extended Arsenal
- Replies: 6
- Views: 6390
tested scorps mod and it has the same crashes in the same situations, maybe he already found a solution for this and can help you. unfortunately not. I didn't find the time to trace every engine change that lead to crashes in newer versions. But the Phase tank's cloaking for instance crashes due to...
- Mon Mar 28, 2016 9:56 pm
- Forum: Mapping and Modding
- Topic: Red Alert Extended Arsenal
- Replies: 6
- Views: 6390
- Thu Mar 24, 2016 1:03 am
- Forum: General Discussion
- Topic: RA Current Balance Discussion
- Replies: 101
- Views: 102843
- Thu Mar 24, 2016 12:46 am
- Forum: Mapping and Modding
- Topic: Red Alert Extended Arsenal
- Replies: 6
- Views: 6390
- Wed Mar 23, 2016 7:40 pm
- Forum: Mapping and Modding
- Topic: Red Alert Extended Arsenal
- Replies: 6
- Views: 6390
Red Alert Extended Arsenal
Today friends, I release to you the first alpha build of my mod for OpenRA: Red Alert Extended Arsenal! This mod is meant to build up the arsenals of each of the 5 factions in the RA mod of OpenRA in a lore-friendly and balanced manner. After reviewing much of the equipment of the Red Alert universe...
- Tue Mar 08, 2016 3:09 am
- Forum: Mapping and Modding
- Topic: Missing sequences?
- Replies: 9
- Views: 7070
Ok, well, everything has gone pretty well, however, I cannot seem to get this mod running on any computer but the one I've been developing on. My girlfriend was kind enough to let me use her computer as a testing environment with a clean install of openRA. however, still it did not work. This is the...
- Sun Mar 06, 2016 2:07 am
- Forum: General Discussion
- Topic: Debate about OpenRA vs classic RA
- Replies: 20
- Views: 15373
I have to admit, I greatly enjoy the OpenRA RA mod (thus why I'm working on a mod for it). I do feel like there are some issues with it, though. -Nukes are better, but are a bit cheap. -Artillery and V2's need a bit of a price increase to match their new-found usability. -The hind should not be an A...
- Tue Mar 01, 2016 7:41 am
- Forum: General Discussion
- Topic: Send me your replays and I'll cast them!
- Replies: 874
- Views: 1865081
- Sun Feb 28, 2016 1:59 am
- Forum: General Discussion
- Topic: Send me your replays and I'll cast them!
- Replies: 874
- Views: 1865081
- Wed Feb 17, 2016 2:18 pm
- Forum: General Discussion
- Topic: RA balance - reducing artillery view range
- Replies: 12
- Views: 6347
Well, considering that this is a game based in an alternate history from our own, real life stuff shouldn't be a taboo comparison. It was literally just a look at the 2 units real-world roles versus how they behave in game (which is pretty comparable). Another thing to point out is that Red Alert an...
- Tue Feb 16, 2016 8:25 pm
- Forum: General Discussion
- Topic: RA balance - reducing artillery view range
- Replies: 12
- Views: 6347
Well, if you think about it, artillery in real life is used to take out large patrols and to soften enemy positions using (generally) HE shells. HE shells are going to be good at taking out large groups of infantry and should have some effectiveness when they directly hit any building or tank. Howev...
- Thu Feb 11, 2016 6:32 pm
- Forum: Mapping and Modding
- Topic: Blender Scene?
- Replies: 1
- Views: 2625
Blender Scene?
So, I know that there is a 3ds Max scene to help make new shp's from models and such, however, I was wondering if such a thing existed for Blender. If not, what positions, fov's and angles would the camera's need to be in order to replicate the 3ds Max scene?
- Fri Feb 05, 2016 8:39 am
- Forum: General Discussion
- Topic: OpenRa Tutorial
- Replies: 30
- Views: 21445
Some of you may be familiar with Red Alert: A Path Beyond. Currently, as part of a community effort there, myself and a few others have been working on a couple of documents to help explain the the game. We have also gone and added our own lore-friendly designations and descriptions to the units/veh...