Search found 262 matches

by Graion Dilach
Sat Oct 17, 2015 2:53 pm
Forum: Mapping and Modding
Topic: New to Modding OpenRA - Crash becuase of new unit
Replies: 50
Views: 26033

Well, I never had that issue but I also know that most custom SHPs around the internet are TS SHPs... but seriously without a crashing example I can only suggest adding ShpTS into mod.yaml>SpriteFormats: if that haven't been done before.
by Graion Dilach
Mon Oct 12, 2015 2:00 pm
Forum: General Discussion
Topic: Linux Support
Replies: 2
Views: 1262

I don't think you should use master. The bleed is the development branch. That being said, I think you set up your environment wrong - you're trying to use folders which you don't have write access. Check out bleed into your home directory -eg /home/user/OpenRA-bleed/ - and run make dependencies && ...
by Graion Dilach
Sun Oct 11, 2015 12:11 pm
Forum: General Discussion
Topic: Lazy Ore Trucks???
Replies: 4
Views: 1985

It's definitely not intentional and sounds like a bug. Could you please retest it with latest bleed - assuming this is based on release - ?
by Graion Dilach
Sun Oct 11, 2015 12:08 pm
Forum: Mapping and Modding
Topic: Revealing Shroud for parts of the map
Replies: 7
Views: 3741

Re: Revealing Shroud for parts of the map

- So the problem I have now is how do I achieve that? It seems to me that I need a lua script, is that correct? - Is there an easier way to to this maybe with map.yaml settings only? You can either do a lua script, either add two nonplayable (NonCombatant: true) players (one allied with the north, ...
by Graion Dilach
Thu Oct 01, 2015 12:46 pm
Forum: Mapping and Modding
Topic: Tutorial: Add a building and a unit
Replies: 9
Views: 4193

Ofcourse it didn't. When you duplicated the folder, you didn't set the mod to read your duplicated folder. Check out mod.yaml in your mod's main folder. You don't really need to duplicate the whole thing in that case anyway, a mod can be done via linking every asset of another mod and just have a bu...
by Graion Dilach
Thu Oct 01, 2015 11:24 am
Forum: Mapping and Modding
Topic: Tutorial: Add a building and a unit
Replies: 9
Views: 4193

Depending on your version, you can use https://github.com/OpenRA/OpenRA/wiki/Traits for releases and https://github.com/OpenRA/OpenRA/wiki/Traits-%28playtest%29 for playtests - just Ctrl-F on the trait you're looking for. Keep in mind that this only applies to rules, the rest doesn't get such output...
by Graion Dilach
Wed Sep 30, 2015 11:25 pm
Forum: Mapping and Modding
Topic: [Mod][Wip] Third Faction, Naval Warfare+
Replies: 14
Views: 11049

The voxel "touchups" look horrible. They just got washed out like crazy.

You coulda use the voxels themselves and retexture them to give 'em a RA1 look, then play with the Light* settings to make them fit.
by Graion Dilach
Sun Sep 27, 2015 10:43 am
Forum: Mapping and Modding
Topic: [Mod][Wip] Third Faction, Naval Warfare+
Replies: 14
Views: 11049

Why don't you use the voxels themselves?
by Graion Dilach
Sat Sep 19, 2015 10:08 pm
Forum: Mapping and Modding
Topic: editors for Mac OS?
Replies: 4
Views: 1695

Every legacy tool useful for OpenRA modding works under Wine.
by Graion Dilach
Sat Sep 12, 2015 11:26 am
Forum: Mapping and Modding
Topic: Mix DUNE 2 and Dune 2000 on one map
Replies: 5
Views: 4049

Re: Mix DUNE 2 and Dune 2000 on one map

But, buildings that placed on that new d2_Concrete terrain type is placed damaged (with 50% HP). And I can't find where to modify that. Buildings that is buid on d2k slabs builds with 100% of HP. Where I can say that buildings on d2_Concrete should be placed without damage? https://github.com/OpenR...
by Graion Dilach
Sat Aug 29, 2015 11:42 am
Forum: Mapping and Modding
Topic: [coma] Command and Conquer: The Forgotten Chapter
Replies: 39
Views: 28897

And people will be around to help you catch up that 2 years you lost the sync of by then.

I'm pretty sure I'll be here. Get through on that.
by Graion Dilach
Fri Aug 28, 2015 11:49 pm
Forum: General Discussion
Topic: TD balance thread
Replies: 614
Views: 123624

Also insert name wanted to add "A10s flying over helis instead of pushing them out of the way" to the list AFAIK that can't be done - never checked if two actors fly on different heights which might work - because the check is "Can I be pushed aside?" and not "Can I push aside?" => either you make ...
by Graion Dilach
Thu Aug 27, 2015 7:33 am
Forum: General Discussion
Topic: How can you modify the damage of a nuke on a particular map?
Replies: 1
Views: 1412

mods/ra/weapons/superweapons.yaml - Atomic.

It has a really custom settings, so it's not just that simple.
by Graion Dilach
Fri Aug 21, 2015 10:25 am
Forum: General Discussion
Topic: Lets discuss Shock Troopers (Red Alert)
Replies: 170
Views: 83882

Was wondering about the spread. Does it spread the same amount of damage across a larger area, or does a larger area get the current damage done? The latter. If the latter is true then the yaks do get a big buff, the spread increase is ~130% (128 to 298) Yes, but that's still small. A spread radius...
by Graion Dilach
Thu Aug 20, 2015 1:23 pm
Forum: General Discussion
Topic: Lets discuss Shock Troopers (Red Alert)
Replies: 170
Views: 83882

hotze wrote: You have to infiltrate an enemy's or teammate's production facilities.
Then you can build veteran units.
What? No... you can't infiltrate your teammate's facilities.