Search found 860 matches

by Sleipnir
Sat Apr 16, 2011 9:43 pm
Forum: General Discussion
Topic: Unable to install OpenRA on Ubuntu 11.04 (natty)
Replies: 2
Views: 4400

Ubuntu 11.04 brings in a pile of ridiculous restrictions that prevent a lot of popular deb packages from installing (dropbox and skype for example). Some of the errors that it picks up are legitimate and have been fixed in our playtest builds (all the wrong ownership failures), but we still fail on ...
by Sleipnir
Fri Apr 15, 2011 10:26 pm
Forum: Mapping and Modding
Topic: Where & How can i edit images?
Replies: 2
Views: 3557

The flag ui definition is in mods/*/chrome.yaml: (eg for ra) flags: buttons.png allies: 30,84,30,15 soviet: 0,84,30,15 random: 60,84,30,15 spectator: 60,84,30,15 These numbers define the (x,y,width,height) of the flag within the file mods/*/uibits/button.png As a general rule, our ui images are all ...
by Sleipnir
Fri Apr 15, 2011 10:22 pm
Forum: Mapping and Modding
Topic: How to add a new Country/Side to OpenRa
Replies: 6
Views: 6902

The tutorial is a bit outdated now - the image mappings have changed from xml to yaml, but the same idea applies.
by Sleipnir
Sun Apr 10, 2011 1:12 am
Forum: Mapping and Modding
Topic: (Question) BaseBuildings leave Husks
Replies: 7
Views: 6899

@Petrenko: Those are the problems that i mentioned with Zombie: true - remove that from ^Building and things should work.

@raminator: I went ahead and added capturable husks to cnc for the next release. They may or may not be added to ra.
by Sleipnir
Sat Apr 09, 2011 8:26 am
Forum: Mapping and Modding
Topic: (Question) BaseBuildings leave Husks
Replies: 7
Views: 6899

With minimal code changes, yes. The capturable flag is currently a property on the Building trait - that will first need to be split off into its own trait if you want vehicle husks to be capturable. You will then want to create a trait which implements INotifyCapture and replaces the husk with its ...
by Sleipnir
Fri Apr 08, 2011 9:59 pm
Forum: Mapping and Modding
Topic: (Question) BaseBuildings leave Husks
Replies: 7
Views: 6899

The simplest (but buggy) way of keeping husks around is to change the DeadBuildingState definition in the ^Building definition in defaults.yaml to DeadBuildingState: Zombie: true This method doesn't work very well because actors retain a lot of the behavior they had when they were alive, and units w...
by Sleipnir
Fri Apr 08, 2011 6:40 am
Forum: General Discussion
Topic: Problem with latest openra
Replies: 3
Views: 4271

A few people have hit this problem before. A workaround and some discussion on the issue was posted in http://www.sleipnirstuff.com/forum/view ... 82&t=14863
by Sleipnir
Tue Mar 29, 2011 7:13 pm
Forum: General Discussion
Topic: How to with the Map editor
Replies: 6
Views: 5593

This isn't yet possible, but you can hold down the mouse button and drag it around to paint a region quickly. You don't need to click in each cell individually :)
by Sleipnir
Tue Mar 29, 2011 7:07 pm
Forum: Mapping and Modding
Topic: Opening C&C audio files
Replies: 3
Views: 4406

XCC Mixer is the standard tool for browsing and extracting files from mix files. IIRC it can do this conversion too
by Sleipnir
Tue Mar 29, 2011 7:02 pm
Forum: General Discussion
Topic: Allow Cheats ?
Replies: 2
Views: 3599

Enabling cheats gives you access to the developer mode menu ingame where you can do things like disable shroud, give yourself cash, unlock all tech, etc...
by Sleipnir
Tue Mar 29, 2011 8:04 am
Forum: Mapping and Modding
Topic: OperationException: Bad indent in miniyaml
Replies: 3
Views: 4217

I did some testing and it looks like our yaml loading was broken at some point in the past. It used to accept any amount of whitespace for child nodes, provided it was consistent (if a parent is indented by 4 spaces, then its child must be indented by 4 spaces, and then at least one more whitespace ...
by Sleipnir
Tue Mar 29, 2011 7:48 am
Forum: General Discussion
Topic: Stopped working 20110320
Replies: 19
Views: 16550

Although beedee put it more bluntly than I would have, he is absolutely correct. Our current development team consists of myself and chrisf doing game code, and beedee doing (mostly) our web site / backend services. We simply don't have the time to justify spending a week building and testing a new ...
by Sleipnir
Sun Mar 27, 2011 10:11 pm
Forum: General Discussion
Topic: Stopped working 20110320
Replies: 19
Views: 16550

The 5200 has all the capabilities required to run OpenRA. It's not fast, but it does run provided your driver works.

Given the tiny list of extensions, it looks like you haven't installed the proper driver - download the latest version from NVIDIA that supports your card and try again.
by Sleipnir
Sun Mar 27, 2011 10:02 pm
Forum: General Discussion
Topic: Suspicious.Cloud
Replies: 6
Views: 6924

This is due to norton being overly paranoid and flagging our internal code generation (which we use to make our sync checking fast) as suspicious. This has been discussed before, and a solution posted at http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=14863 Our binary releases are built from...
by Sleipnir
Mon Mar 21, 2011 9:35 pm
Forum: General Discussion
Topic: Crash at startup, fedora 13
Replies: 12
Views: 10475

Work around for Fedora would be to place the mix files in a user directory, I guess. We're planning on doing that on all platforms, we just haven't got around to it yet. Like a lot of things... The engine already supports this via the `SpecialPackageRoot=<path>` commandline arg. We don't use it und...