RA enhanced mod

Information and discussion for custom maps and mods.
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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff » Tue Jun 19, 2012 9:31 am

Image

More cameo nonsense, this is one for the Allied "Super Tank". It's a re-scaled and modified Overlord cameo, the name coming from the absurd Landkreuzer P.1500 Monster plans which never amounted to anything but present internet jokes and alternate history sci-fi.

Which makes it perfectly suitable for this game.

bellator
Posts: 90
Joined: Wed Sep 28, 2011 12:22 am

Post by bellator » Tue Jun 19, 2012 3:45 pm

That's a good idea. I will be using it.

Landcruiser is a good name also.

----

<(^.^<) (>^.^)> ^(^.^)^ V(^.^)V

Been enjoying the summer, hence the lack of recent progress.

<(^.^<) (>^.^)> ^(^.^)^ V(^.^)V

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff » Sat Jul 21, 2012 8:53 pm

I don't have much to add for this other than a badly-disguised 'bump', except for this 'dummy' cameo for an infantry unit I was messing around with:

Image

It's not quite finished yet, and I have no idea if you'll have any use for it, but I have been pissing around with some frames though (modifying E4). No images for that though!

bellator
Posts: 90
Joined: Wed Sep 28, 2011 12:22 am

Post by bellator » Sun Jul 29, 2012 2:10 am

shotgunner, eh? :)

anyway, given my lack of progress due to... uh, the summer and an honest lapse in interest (it will re-emerge don't worry=) i'll post the stuff that I have so far completed: if you feel you can contribute, you can play around with the stuff, perhaps start working to organize it into a playable mod.


http://www.2shared.com/file/k6SkiQIH/Op ... ddded.html

It is a very much uncompleted: there's no balance, lots of placeholder arts (in icons especially) and irrelevant stuff (in the files).

My art can be used in other mods freely, as long as credit is given.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister » Sun Jul 29, 2012 3:06 am

Glad it's released, but kinda sad my mod will be useless once someone compiles this xD
But anyways, thanks for releasing it :D Feels like "finally". That, and all these people usually get far with something great like this and then stop, and never release the source, and that makes me mad >_> So I'm glad you released what ya have!

salvakiya
Posts: 36
Joined: Fri Jul 27, 2012 5:26 am

Post by salvakiya » Sun Jul 29, 2012 7:40 am

bug report:
creating a t-72 breaks it.
Bombs from B2 Stealth Bomber breaks it.


so far great work! I will continue to let you know of bugs as I find em!

bellator
Posts: 90
Joined: Wed Sep 28, 2011 12:22 am

Post by bellator » Sun Jul 29, 2012 1:55 pm

b2 yes, but I don't think t72 crashes it. Perhaps you clicked on the heavy tank icon that's right below it? building heavy tanks crashes it immediately.
Glad it's released, but kinda sad my mod will be useless once someone compiles this xD
I have no problem if you want to use stuff from my work.

salvakiya
Posts: 36
Joined: Fri Jul 27, 2012 5:26 am

Post by salvakiya » Sun Jul 29, 2012 3:59 pm

oops yes your right. T-72 is ok. It was the hvy

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister » Sun Jul 29, 2012 6:27 pm

I think my mod will be alright >_> Mine has a different feel. Mostly because mine's not historically accurate (which is okay, the RA lore doesn't really follow the laws of physics OR the current timeline). I do like some of your features, though :D Maybe I'll take something if I see something I like.
Maybe just the bastion walls and/or the Landkreuzer in the future; but not right now (: Good job on all of it, though!

Blarget2
Posts: 32
Joined: Mon May 02, 2011 7:13 pm

Post by Blarget2 » Thu Oct 04, 2012 1:13 am

So is there anything new going on here? I Don't want to see this mod die.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister » Thu Oct 04, 2012 3:28 am

Blarget2 wrote: So is there anything new going on here? I Don't want to see this mod die.
Dead as a doornail, I think. Unfortunately. Someone can compile his stuff and make a mod from it, but bellator's taking a break from this, for what I understand.

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zypres1
Posts: 261
Joined: Mon Oct 24, 2011 8:22 pm

Post by zypres1 » Thu Oct 04, 2012 2:43 pm

How can we make so good mods don't die? All mods except d2k "died".....
Lets hope Taco's Ra can get one release. If we can bundle the game with mods or some easier way to install mods, then more ppl might play it, and the devs keep on? Your Freedom also was nice, we want new mods, but the should also work on all versions, that might stop some modders....

Matt
Posts: 1027
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt » Sun Oct 07, 2012 12:12 am

Maybe more modders should fork https://github.com/OpenRA/OpenRA and try to become part of the main distribution and keep track of all the changes. It might also help if http://content.open-ra.org/ gets advertised on the main page and support mods as custom content. A distribution server with an in-game downloader for custom content inspired by http://bananas.openttd.org/en/ would also be nice. For now I updated http://www.moddb.com/games/openra/ where http://www.moddb.com/games/openra/mods can be added, too.

tacozmeister
Posts: 126
Joined: Tue Jun 26, 2012 3:37 am
Location: St. Louis, MO

Post by tacozmeister » Sun Oct 07, 2012 3:37 pm

Ooh. A moddb page. I'll add my mod there, if I can, once I reach the next stable version. Almost there. :D

Also, I support all of those ideas >_> I really wish I knew how to program. But if there's any way I can help, just ask.

Matt
Posts: 1027
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt » Sun Oct 07, 2012 11:32 pm

It seems that you can install Red Alert mods on http://www.desura.com/mods/red-alert-for-honor so why not use it for OpenRA mod distribution.

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