Search found 17 matches

by reaperrr
Fri Oct 27, 2017 11:57 pm
Forum: General Discussion
Topic: How do you rate the new RA release?
Replies: 73
Views: 66122

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 protectin...
by reaperrr
Mon May 08, 2017 5:32 pm
Forum: General Discussion
Topic: Let's talk about RA's Navy
Replies: 74
Views: 58945

The C) or "double shot issue" is about something different: If you attack a ground target with the destroyer stinger and then retarget (for example by pressing "S") onto an air target, the destroyer instantly shoots again. No rearm time. So this leads to beeing able to turn any air attack on a dest...
by reaperrr
Thu Mar 10, 2016 5:46 pm
Forum: General Discussion
Topic: Unnoficial Windows binaries / requesting help with compiling
Replies: 14
Views: 9665

Try these steps:

make.cmd -> clean
then
make.cmd -> dependencies
then
make.cmd -> all

I don't have VS or Microsoft SDK installed, so those shouldn't be needed.
by reaperrr
Sun Sep 27, 2015 9:10 pm
Forum: General Discussion
Topic: What is your most awaited Mod?
Replies: 8
Views: 6764

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 :P
by reaperrr
Thu May 14, 2015 4:00 am
Forum: Mapping and Modding
Topic: Tiberian Dawn Xtended - new public beta
Replies: 3
Views: 6478

Tiberian Dawn Xtended - new public beta

For more screenshots, download links and more info head to the beta thread at PPM.
by reaperrr
Mon Sep 15, 2014 1:10 pm
Forum: General Discussion
Topic: D2k not working
Replies: 10
Views: 6420

This sounds suspiciously like there's something wrong with your installation.

If simply reinstalling doesn't help, try wiping the content folder clean (on Win7, that would be C:\Users\*Username*\Documents\OpenRA\Content\d2k), launch the game and re-download the content when asked.
by reaperrr
Tue May 27, 2014 4:52 pm
Forum: General Discussion
Topic: Infantry Death Sound Bug
Replies: 7
Views: 4839

Hey did this bug get fixed with the new one? I saw in the changelog for RA and TD a brief mention of death sounds, but it didn't explain, and it wasn't listed for Dune 2000. Downloading new one as I type this, long live OpenRA! *Edit* YAY ITS BEN FIXED! Me love you guys long time, me so horny. Than...
by reaperrr
Sun Oct 27, 2013 3:05 pm
Forum: General Discussion
Topic: Widget Colors
Replies: 2
Views: 2616

Ah, I see. I really should have known better than to look at buttons.png with Windows Preview/Paint, which translates transparency to white :roll:

Thanks. Lesson learned, I guess...
by reaperrr
Sun Oct 27, 2013 12:02 pm
Forum: General Discussion
Topic: Widget Colors
Replies: 2
Views: 2616

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 wit...
by reaperrr
Tue Sep 03, 2013 6:56 pm
Forum: General Discussion
Topic: Commercial Game
Replies: 4
Views: 9562

Interesting topic. If you earn money with trademarks and EULA covered content , the lawyers at Electronic Arts might send you angry letters. Out of curiosity, does that include WW's own file formats like shp, tmp, aud and so on? In other words, would a commercial project have to implement non-propri...
by reaperrr
Tue Aug 27, 2013 6:40 pm
Forum: General Discussion
Topic: TS actually happening, balance changes?
Replies: 22
Views: 18503

They should first implement the Game "as-is" and then thy should think about the Balancing... That would only make some sense if the mod was primarily aimed at singleplayer, which is likely not the case. The original balance is just a big pile of goo, and couldn't be replicated properly anyway with...
by reaperrr
Mon Aug 05, 2013 8:25 pm
Forum: Mapping and Modding
Topic: Jungle/Caribbean Tileset (work thread)
Replies: 40
Views: 58197

I don't mind. In fact I'd be a happy camper if someone made a full jungle/carribean tileset for OpenRA. If the TDX stuff helps, sure, feel free to use it.
by reaperrr
Tue May 21, 2013 5:44 pm
Forum: Mapping and Modding
Topic: reaperrr's OpenRA shp fixes
Replies: 9
Views: 10540

Does the Yak remap bug also apply to Red Alert 1? Yes. OpenRA still uses stock files for most things, including the Yak. Could you post screenshots of all your fixes (that are also applicable to Red Alert 1) and how they're different from the stock Red Alert 1 files? I could, but I'm a little busy ...
by reaperrr
Sat May 18, 2013 11:25 am
Forum: Mapping and Modding
Topic: reaperrr's OpenRA shp fixes
Replies: 9
Views: 10540

Cmd. Matt wrote: Time to get started with http://git-scm.com/ and download a proper client to contribute those patches? :)
I guess you're right. Will do that. ;)
by reaperrr
Fri May 17, 2013 7:53 pm
Forum: Mapping and Modding
Topic: reaperrr's OpenRA shp fixes
Replies: 9
Views: 10540

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 fro...