One additional point to consider about the "no building-auto-targeting with normal AttackMove", the mods aren't multiplayer-only, even if that is the more popular part.
The old behavior could be quite a problem in missions where you had to capture or infiltrate a specific building, because ...
Search found 17 matches
- Fri Oct 27, 2017 11:57 pm
- Forum: General Discussion
- Topic: How do you rate the new RA release?
- Replies: 73
- Views: 159441
- Mon May 08, 2017 5:32 pm
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 131003
- Thu Mar 10, 2016 5:46 pm
- Forum: General Discussion
- Topic: Unnoficial Windows binaries / requesting help with compiling
- Replies: 14
- Views: 18842
- Sun Sep 27, 2015 9:10 pm
- Forum: General Discussion
- Topic: What is your most awaited Mod?
- Replies: 8
- Views: 10300
Out of the available options I vote for Tiberian Sun. I really liked its atmosphere and "feel" more than RA2. TS had more technical and gameplay/balancing issues, but that also leaves us more room for improvements over the original.
I was missing an "I'm waiting for a different mod" option, though ...
I was missing an "I'm waiting for a different mod" option, though ...
- Thu May 14, 2015 4:00 am
- Forum: Mapping and Modding
- Topic: Tiberian Dawn Xtended - new public beta
- Replies: 3
- Views: 9551
Tiberian Dawn Xtended - new public beta
For more screenshots, download links and more info head to the beta thread at PPM.
- Mon Sep 15, 2014 1:10 pm
- Forum: General Discussion
- Topic: D2k not working
- Replies: 10
- Views: 10904
- Tue May 27, 2014 4:52 pm
- Forum: General Discussion
- Topic: Infantry Death Sound Bug
- Replies: 7
- Views: 7833
- Sun Oct 27, 2013 3:05 pm
- Forum: General Discussion
- Topic: Widget Colors
- Replies: 2
- Views: 3995
- Sun Oct 27, 2013 12:02 pm
- Forum: General Discussion
- Topic: Widget Colors
- Replies: 2
- Views: 3995
Widget Colors
It bugged me that most widgets are hard-coded to white text (grey when disabled), so with some careful copy-pasting from the LabelWidget code and some adjustments I've successfully changed that for the ButtonWidget and will apply that to other Widgets where possible.
However, I have difficulties ...
However, I have difficulties ...
- Tue Sep 03, 2013 6:56 pm
- Forum: General Discussion
- Topic: Commercial Game
- Replies: 4
- Views: 11288
- Tue Aug 27, 2013 6:40 pm
- Forum: General Discussion
- Topic: TS actually happening, balance changes?
- Replies: 22
- Views: 41741
- Mon Aug 05, 2013 8:25 pm
- Forum: Mapping and Modding
- Topic: Jungle/Caribbean Tileset (work thread)
- Replies: 40
- Views: 91337
- Tue May 21, 2013 5:44 pm
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 20201
- Sat May 18, 2013 11:25 am
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 20201
I guess you're right. Will do that.Cmd. Matt wrote: Time to get started with http://git-scm.com/ and download a proper client to contribute those patches?
- Fri May 17, 2013 7:53 pm
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 20201
reaperrr's OpenRA shp fixes
OK, in addition to my recent contributions on github, I've made a small graphics patch as well. I hope it will be incorporated into the main mod.
I'm too lazy to do screenshots/previews for everything, the teaser below and changelog have to do for now.
The airfield idle anim needs to be separate ...
I'm too lazy to do screenshots/previews for everything, the teaser below and changelog have to do for now.
The airfield idle anim needs to be separate ...