Search found 393 matches
- Fri Oct 13, 2023 9:56 pm
- Forum: Mapping and Modding
- Topic: SirCake's Mod/map Haven
- Replies: 52
- Views: 194893
Re: SirCake's Mod/map Haven
Hello, I just updated a few UOE maps to the new release 20231010: https://resource.openra.net/maps/54691/ https://resource.openra.net/maps/54693/ https://resource.openra.net/maps/54690/ https://resource.openra.net/maps/54692/ https://resource.openra.net/maps/54694/ Version 010+ fixes ranger's gun, l...
- Wed Dec 07, 2022 8:35 pm
- Forum: Mapping and Modding
- Topic: SirCake's Mod/map Haven
- Replies: 52
- Views: 194893
Re: SirCake's Mod/map Haven
Hello all, I just equipped one map on the playtest 20221203 with the UOE rules for fun. "UOE Europe Reasonable Size" OpenRa has new and improved pathing now so Europe maps should be viable to play now. I created the map back in 2018 and the performance was abysmal so I labeled it "lan only" BUT NOW ...
- Thu May 26, 2022 10:58 am
- Forum: Mapping and Modding
- Topic: SirCake's Mod/map Haven
- Replies: 52
- Views: 194893
Re: SirCake's Mod/map Haven
Thank you N.N,> for converting those.
I published the maps he converted for OpenRa 20210321 on the d2kA site after testing. They are very good/accurate.
See https://www.moddb.com/mods/dune2k-advanced
Cheers
I published the maps he converted for OpenRa 20210321 on the d2kA site after testing. They are very good/accurate.
See https://www.moddb.com/mods/dune2k-advanced
Cheers
- Wed Nov 24, 2021 9:18 pm
- Forum: General Discussion
- Topic: RAOT - Balance Proposal
- Replies: 4
- Views: 19436
Re: RAOT - Balance Proposal
In vanilla RA a pillbox is smoking rubble with one V2 shot.
How far have we strayed ..
I like the goals of your mods. More volatitility is cool for interesting game situations.
How far have we strayed ..
I like the goals of your mods. More volatitility is cool for interesting game situations.
- Thu Oct 07, 2021 7:18 pm
- Forum: General Discussion
- Topic: Github decoding help request
- Replies: 1
- Views: 16958
Re: Github decoding help request
Hello Ronald, 1. best you look at closed pull requests - those are little or big packages one or more authors have contributed to the project. See: https://github.com/OpenRA/OpenRA/pulls?q=is%3Apr+is%3Aclosed you can look at the author and reviewers and you get a good idea who was working on those t...
- Sun Oct 03, 2021 12:15 pm
- Forum: General Discussion
- Topic: I have a dream... minimap on secondary display
- Replies: 3
- Views: 18617
Re: I have a dream... minimap on secondary display
Earth 2150 had this
- Thu Nov 12, 2020 8:06 pm
- Forum: Mapping and Modding
- Topic: SirCake's Mod/map Haven
- Replies: 52
- Views: 194893
Re: SirCake's Mod/map Haven
Hey guys, wanted to give a final update on my modded maps, since I decided not to support them further for the next release or beyond. They shall now slowly fall into disrepair ;P So you have still some time to try them out until the OpenRA team comes around with another release. I had fun creating ...
- Tue Sep 29, 2020 7:25 am
- Forum: General Discussion
- Topic: Translation support currently disabled...please activate it
- Replies: 7
- Views: 36536
Re: Translation support currently disabled...please activate it
you missed xcc mixer, which allows importing and exporting from mix files. somewhere on ppm forums. But openRA does not rely on mix files. you can add any new content without mix files. The prime reason why it is not possible to translate is that "THERE CAN ONLY BE ONE!" language at the same time in...
- Mon Sep 28, 2020 1:31 pm
- Forum: General Discussion
- Topic: Translation support currently disabled...please activate it
- Replies: 7
- Views: 36536
Re: Translation support currently disabled...please activate it
Ronald, Command and conquer (TM) red alert was published in 1996 and translated to many languages, audio files(voices and sounds), videos and in-game unit names included. This is not an achievement of OpenRA, but of C&C RA. So there are files out there you can use to get localized voices and unit ic...
- Fri Sep 25, 2020 6:29 am
- Forum: Mapping and Modding
- Topic: Which parts can/should a SDK mod affect?
- Replies: 2
- Views: 18055
Which parts can/should a SDK mod affect?
Hi Guys, I have a general question about the OpenRa project code. Currently I want to change some part of the map editor logic and which information it loads from a terrain template. I'm editing the OpenHv project for this, but it also could be any other mod project. So far I have managed to add new...
- Thu Sep 24, 2020 12:37 pm
- Forum: General Discussion
- Topic: Dune 2000 Panel
- Replies: 5
- Views: 21288
Re: Dune 2000 Panel
Hi Swedberg, It's the other way around, only RA mod is very popular, all other mods have only a few players. RA is the go-to mod if you "just wanna play right now", because there are always enough people online. D2k folks often enjoy bot-bashing with friends. However, there are some people for playe...
- Thu Sep 24, 2020 6:38 am
- Forum: Mapping and Modding
- Topic: OpenHV
- Replies: 50
- Views: 218085
Re: OpenHV
Any intel what the changes include?
- Wed Sep 23, 2020 8:45 am
- Forum: General Discussion
- Topic: [Solved] - OpenRA - GameEngine - Looking for the Actor Overview
- Replies: 4
- Views: 24769
Re: OpenRA - GameEngine - Looking for the Actor Overview
I think dynamic is the wrong word. But yes once loaded into openRA (by executing the program) the actors are static and cannot change their abilities or their behaviour. You can turn off some of their abilities with RequiresCondition: and GrantCondition*:(or similar) properties which are truly dynam...
- Wed Sep 23, 2020 6:29 am
- Forum: General Discussion
- Topic: [Solved] - OpenRA - GameEngine - Looking for the Actor Overview
- Replies: 4
- Views: 24769
Re: OpenRA - GameEngine - Looking for the Actor Overview
If you are looking for the entities placeable in a map, then the map editor (main menu > extras > map editor) shows you a complete list of those in the side bar. If you are looking for a text-based definition of those, you can find them in the respective mod folder openra > mods > ra/td/d2k > rules....
- Tue Sep 22, 2020 7:31 am
- Forum: Competitions and Events
- Topic: RAGL through the seasons
- Replies: 57
- Views: 108666
Re: RAGL through the seasons
Looking at the harvesters built only may be deceiving, since refs come with a harvester, too.
Can you show us how win rates look if the ref-harvesters are included?
Can you show us how win rates look if the ref-harvesters are included?