Search found 860 matches
- 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 ...
- 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 ...
- 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
- Sun Apr 10, 2011 1:12 am
- Forum: Mapping and Modding
- Topic: (Question) BaseBuildings leave Husks
- Replies: 7
- Views: 6899
- 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 ...
- 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...
- 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
- Tue Mar 29, 2011 7:13 pm
- Forum: General Discussion
- Topic: How to with the Map editor
- Replies: 6
- Views: 5593
- Tue Mar 29, 2011 7:07 pm
- Forum: Mapping and Modding
- Topic: Opening C&C audio files
- Replies: 3
- Views: 4406
- Tue Mar 29, 2011 7:02 pm
- Forum: General Discussion
- Topic: Allow Cheats ?
- Replies: 2
- Views: 3599
- 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 ...
- 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 ...
- Sun Mar 27, 2011 10:11 pm
- Forum: General Discussion
- Topic: Stopped working 20110320
- Replies: 19
- Views: 16550
- 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...
- 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...