Search found 95 matches

by Inq
Mon Jul 17, 2017 10:51 pm
Forum: General Discussion
Topic: Option or mod to force a unit cap?
Replies: 10
Views: 14386

Re: Option or mod to force a unit cap?

So I was wondering if there's a not so obvious option somewhere or a 3rd party mod that allows you to force a unit cap (whatever number you want) in openra like the old games used to do? Would be nice to have that for modders, a yaml-option to cap units (specific types of units or from specific bui...
by Inq
Fri Jul 07, 2017 5:13 am
Forum: General Discussion
Topic: Hd sprites pack[s]?
Replies: 8
Views: 6277

Like Cake said:

It's loads of work.

Someone started a HD C&C/reimage years ago, never finished, you can still see pics on ModDB.

Easier to immerse yourself in nostalgia & enjoy the retro sprites. :P
by Inq
Mon May 08, 2017 3:37 am
Forum: Mapping and Modding
Topic: Medieval Warfare
Replies: 1
Views: 3184

I saw this on modDB, looks pretty cool! :)

Still need to find time to check it out.
by Inq
Wed May 03, 2017 6:04 am
Forum: General Discussion
Topic: Graphic Errors
Replies: 3
Views: 3946

Yeah I had the same problem. It's the new DPIscaling feature, you need to disable it in a text file because they didn't put a check box in the options. Go to documents/OpenRA, find the settings file and add DisableWindowsDPIScaling: true under graphics. There are others with the same issue: http://w...
by Inq
Tue May 02, 2017 6:31 am
Forum: General Discussion
Topic: Visually differentiate Nod's airstrike from GDI's.
Replies: 7
Views: 6060

I'd like to see the air strike power reworked completely, in the original the planes come from different directions , drop some bombs, turn , drop some more, and then leave in a different direction. The current implementation is like General's where three planes fly in a nice fast predictable format...
by Inq
Tue May 02, 2017 1:47 am
Forum: Mapping and Modding
Topic: Identifier Suffix @ How does this work?
Replies: 3
Views: 4260

Looking at the trait list: HiddenUnderFog does not support suffix or conditions by default. I'm fairly novice at this - and perhaps someone more experienced has a method for doing this - but I think without modifying the trait, the closest you could do is have air units visible at all times through ...
by Inq
Fri Apr 28, 2017 5:42 am
Forum: Mapping and Modding
Topic: [TD] Beta shp re-creations
Replies: 9
Views: 14422

WOW! nice work man! outstanding!!! i think i will rename this topic to [TD] Beta shp re-creations. btw i see you added the third color too, for the nod base! Thanks! :D , Yeah I tried to copy the original look closely, however it's not got double remap like beta. I made it like it is so it's multip...
by Inq
Fri Apr 21, 2017 1:34 am
Forum: General Discussion
Topic: New OpenRA-Release OUT NOW
Replies: 13
Views: 11095

That's cool but..

I've had strange graphical issues (flickering squares/ strange resolution) since the last playtest (s) have I done something wrong/ an option I need to disable? The current release version is fine. Thanks
by Inq
Mon Apr 10, 2017 11:23 am
Forum: Mapping and Modding
Topic: [TD] Beta shp re-creations
Replies: 9
Views: 14422

Part 2 :)
by Inq
Mon Apr 10, 2017 11:21 am
Forum: Mapping and Modding
Topic: [TD] Beta shp re-creations
Replies: 9
Views: 14422

http://img.photobucket.com/albums/v492/Mortalk/betanod.png Here is the progress I've made. They are functional, however I need to touch up/adjust most of them. As my free time is limited & I might never finish - I'll release them as is :P I'll post updated versions if I get time but feel free to us...
by Inq
Fri Mar 31, 2017 12:15 am
Forum: Mapping and Modding
Topic: [TD] Beta shp re-creations
Replies: 9
Views: 14422

Awesome work man! the construction yard is especially hard to edit due to all animations it uses. It looks exactly as the beta con yard, Good work! p.s. nice idea about the refinery, please consider doing one of the following ideas too, for the refinery. the right logo looks more promising. Thanks,...
by Inq
Thu Mar 30, 2017 12:32 pm
Forum: Mapping and Modding
Topic: [TD] Beta shp re-creations
Replies: 9
Views: 14422

KOYK_GR wrote: Thank you man! i can't wait to see your con yard! keep it up dude!
Image

It looks ok, still needs a lot of frames done... :z
by Inq
Sun Mar 26, 2017 11:25 am
Forum: Mapping and Modding
Topic: [Mod][Wip] Third Faction, Naval Warfare+
Replies: 14
Views: 20065

Re: workable stage?

hey, nice work on your modding man, really impressed with it :) i was wondering where is there a download for it so we are able to see how your getting on with it? i'm interested how the Aircraft Carrier works for the game :D if you can't do that then may i ask about the YAML code used for it? i fa...
by Inq
Sun Mar 26, 2017 11:09 am
Forum: Mapping and Modding
Topic: [TD] Beta shp re-creations
Replies: 9
Views: 14422

Looks great man!

I started this too, only ended up doing about 3 frames. Haha, I made a start on the nod themed con yard too, it's maybe 20% complete. (Static frames & buildup) so time consuming...
by Inq
Sat Nov 26, 2016 2:05 pm
Forum: General Discussion
Topic: Volkov and Chitzkoi
Replies: 27
Views: 16051

When it comes to the game and story I'm generally biased towards the core Red Alert story (take away 'Counterstrike' and 'Aftermath) as they were released to give the fans something more to do. My thoughts above were also more bound to interpretations of what it means to be Allies or Soviets. Ideol...