Search found 641 matches

by abcdefg30
Wed Oct 09, 2019 7:58 am
Forum: General Discussion
Topic: Audio File for OpenRA
Replies: 2
Views: 3136

Re: Audio File for OpenRA

Neat. Does the track have a name?
by abcdefg30
Wed Oct 02, 2019 10:12 am
Forum: Mapping and Modding
Topic: OpenRA - A deep dive into its source-code
Replies: 13
Views: 11407

Re: OpenRA - A deep dive into its source-code

To A2/A3: VS 2019 Community is free, you just need to log in with a Microsoft or Skype account after the thirty day trial period.
For C1: You could try using Visual Studio Code with C# extensions.
by abcdefg30
Tue Oct 01, 2019 12:25 pm
Forum: General Discussion
Topic: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed
Replies: 6
Views: 6549

Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Tick and Render ms are the average ms spent either ticking or rendering during the last second (one second usually equals 25 ticks). Batches are the amount of times the game had to wait on the GPU (e.g. wait for a render to finish to change GPU parameters). Iirc the graph simply visualizes those val...
by abcdefg30
Tue Oct 01, 2019 8:01 am
Forum: General Discussion
Topic: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed
Replies: 6
Views: 6549

Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

You can enable performance text and graph in the settings (advanced section), they can give some hints.
by abcdefg30
Tue Sep 17, 2019 8:03 am
Forum: General Discussion
Topic: newest release
Replies: 2
Views: 2700

Re: newest release

What crashes, Red Alert? Can you post the exception log please? (Otherwise it will be difficult for us to help.)
by abcdefg30
Mon Sep 16, 2019 10:12 pm
Forum: General Discussion
Topic: Map Making Guide
Replies: 12
Views: 23752

Re: Map Making Guide

I don't have permission to change announcements, so an admin would have to do that. Regarding the archive folder: Iirc that has been discussed once already, and the result from there was "the later pages are the archive". I don't know if that still holds, but still think that guides are better place...
by abcdefg30
Sun Sep 15, 2019 2:27 pm
Forum: General Discussion
Topic: Map Making Guide
Replies: 12
Views: 23752

Re: Map Making Guide

Imho it would be a good idea to start putting this at https://github.com/OpenRA/book, so it doesn't get buried in the forums over time. (I opened https://github.com/OpenRA/book/issues/16 so that we don't lose track of this.)
by abcdefg30
Sat Sep 14, 2019 8:56 pm
Forum: General Discussion
Topic: Installed movies / campaign & movie size
Replies: 1
Views: 2077

Re: Installed movies / campaign & movie size

Although I can start the missions individually with the videos, there doesn't no seem to be a "Play campaign" option, can this be added? This is actually planned for the next release after the release we are currently finalising. Finally, I played a mission, and I found something odd; the debriefin...
by abcdefg30
Wed Aug 21, 2019 10:37 am
Forum: Mapping and Modding
Topic: Part 2 of my "First time modding OpenRA." topic.
Replies: 2
Views: 2873

Re: Part 2 of my "First time modding OpenRA." topic.

I think you'll have to add "MoveIntoShroud: false" to the "Aircraft" trait to prevent them from moving into shroud. If you have trouble with the carryall setup I would recommend looking how our TS mod defines it (you can view the yaml files here https://github.com/OpenRA/OpenRA/tree/bleed/mods/ts/ru...
by abcdefg30
Tue Aug 20, 2019 8:11 pm
Forum: Mapping and Modding
Topic: First time modding OpenRA.
Replies: 2
Views: 2663

Re: First time modding OpenRA.

For some reason I can't open the attached archive. My guess would be that you need to remove the "AutoCarryable" trait from "^Vehicles" (the default that all vehicles inherit). Something like the following should work:

Code: Select all

^Vehicle:
	-AutoCarryable:
by abcdefg30
Thu Aug 08, 2019 2:58 pm
Forum: General Discussion
Topic: Summer-2019 pre-playtest preview
Replies: 19
Views: 17847

Re: Summer-2019 pre-playtest preview

Thanks for the reports! Two PRs were filed that hopefully fix those bugs for the next version.
by abcdefg30
Sun Aug 04, 2019 1:55 pm
Forum: General Discussion
Topic: Vision range for units (fog of war, shroud)
Replies: 7
Views: 4726

Re: Vision range for units (fog of war, shroud)

Thewreck wrote:
Sun Aug 04, 2019 9:16 am
[...] the second felt like units could not target enemies while moving between cells.
That is actually true (for most units at least, turrets are a bit different for example). Infantry need to finish moving before they can start attacking.
by abcdefg30
Wed Jul 24, 2019 9:32 pm
Forum: Mapping and Modding
Topic: possible traits of sequences yaml files
Replies: 6
Views: 11113

Re: possible traits of sequences yaml files

Yes, afaik you can't scale the death animation down without editing the artwork like you and graion mentioned.