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: 74616
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...
- Mon May 08, 2017 5:32 pm
- Forum: General Discussion
- Topic: Let's talk about RA's Navy
- Replies: 74
- Views: 62636
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...
- Thu Mar 10, 2016 5:46 pm
- Forum: General Discussion
- Topic: Unnoficial Windows binaries / requesting help with compiling
- Replies: 14
- Views: 9801
- Sun Sep 27, 2015 9:10 pm
- Forum: General Discussion
- Topic: What is your most awaited Mod?
- Replies: 8
- Views: 6864
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
- Thu May 14, 2015 4:00 am
- Forum: Mapping and Modding
- Topic: Tiberian Dawn Xtended - new public beta
- Replies: 3
- Views: 6955
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: 6514
- Tue May 27, 2014 4:52 pm
- Forum: General Discussion
- Topic: Infantry Death Sound Bug
- Replies: 7
- Views: 4922
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...
- Sun Oct 27, 2013 3:05 pm
- Forum: General Discussion
- Topic: Widget Colors
- Replies: 2
- Views: 2669
- Sun Oct 27, 2013 12:02 pm
- Forum: General Discussion
- Topic: Widget Colors
- Replies: 2
- Views: 2669
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...
- Tue Sep 03, 2013 6:56 pm
- Forum: General Discussion
- Topic: Commercial Game
- Replies: 4
- Views: 9616
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...
- Tue Aug 27, 2013 6:40 pm
- Forum: General Discussion
- Topic: TS actually happening, balance changes?
- Replies: 22
- Views: 19390
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...
- Mon Aug 05, 2013 8:25 pm
- Forum: Mapping and Modding
- Topic: Jungle/Caribbean Tileset (work thread)
- Replies: 40
- Views: 61602
- Tue May 21, 2013 5:44 pm
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 11420
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 ...
- Sat May 18, 2013 11:25 am
- Forum: Mapping and Modding
- Topic: reaperrr's OpenRA shp fixes
- Replies: 9
- Views: 11420
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: 11420
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...