Search found 19 matches
- Fri Dec 05, 2025 1:12 pm
- Forum: General Discussion
- Topic: Dune 2000 in German?
- Replies: 2
- Views: 224
Re: Dune 2000 in German?
Localization support is a work in progress for OpenRA, and some Atreides and Ordos missions are also unfinished for now. Those will not be completed for a decent chunk of time. You might try the GruntMods version of Dune 2000 in the meanwhile. If you do, ensure you select the language in the configu...
- Fri Nov 21, 2025 4:18 am
- Forum: Mapping and Modding
- Topic: Dune 2000
- Replies: 4
- Views: 1267
Re: Dune 2000
I s'pose there's the wiki's Mapping page, though it should be pretty straightforward unless you wish to set up a mission or something else with many custom rules.
- Mon Nov 17, 2025 12:06 am
- Forum: Mapping and Modding
- Topic: Dune 2000
- Replies: 4
- Views: 1267
Re: Dune 2000
Last I saw, there is no hard limit other than the New Map dialog being capped at three digits. However, performance can degrade once the size gets extreme, and it's often better to keep maps on the tighter side for gameplay anyway.
- Sat Nov 15, 2025 11:46 am
- Forum: Mapping and Modding
- Topic: Just a stupid question
- Replies: 1
- Views: 850
Re: Just a stupid question
You could try the GitHub wiki page and the other links in its sidebar. If you're doing something lighter, a lot of things can also be added/changed within a map, like missions, mini-games, or competitive maps often do.
- Fri Aug 01, 2025 11:30 pm
- Forum: General Discussion
- Topic: Why are there no games in Steam?
- Replies: 3
- Views: 10870
Re: Why are there no games in Steam?
As far as I know, the license agreement with EA precludes a Steam release of OpenRA. Certain features would be nice to have fully fleshed out before that point anyway, like translation support or finished single-player campaigns.
- Tue Jul 01, 2025 8:54 pm
- Forum: General Discussion
- Topic: Are the solo campaigns available?
- Replies: 1
- Views: 8525
Re: Are the solo campaigns available?
The campaigns are still a work-in-progress, with some of the later maps still on the to-do list and older maps that could use tweaks. Cutting up my post from elsewhere: OpenRA is a different engine entirely and is closer to a remake. It's flexible (which helps games like Combined Arms ) but quite a ...
- Wed Jun 25, 2025 1:22 pm
- Forum: General Discussion
- Topic: Is OpenRA a good way to experience the singleplayer of the games for the first time?
- Replies: 2
- Views: 10922
Re: Is OpenRA a good way to experience the singleplayer of the games for the first time?
OpenRA is a different engine entirely and is closer to a remake. It's flexible (which helps games like Combined Arms ) but quite a few campaign maps are missing until they can be rebuilt. There are not many people on that part of the project at the moment. Not too long ago, EA and Petroglyph release...
- Sun Apr 27, 2025 10:50 pm
- Forum: General Discussion
- Topic: More levels on C&C
- Replies: 2
- Views: 9637
Re: More levels on C&C
I don't think there's anything wrong on your end. A decent number of missions just haven't been put in yet. While the original terrain and starting units can be imported, the mission-y bits mostly have to be redone by hand.
- Wed Apr 23, 2025 12:17 am
- Forum: General Discussion
- Topic: Improving gameplay in OpenRA
- Replies: 4
- Views: 10720
Re: Improving gameplay in OpenRA
Regular skirmish maps are unlikely to become outdated. Maps with customized rules can be given a pass through the OpenRA Utility to update them, though some handmade tweaks might be necessary.
- Mon Apr 21, 2025 7:40 am
- Forum: Mapping and Modding
- Topic: Europe Center/Centre start
- Replies: 4
- Views: 23127
Re: Europe Center/Centre start
If you mean the map at https://resource.openra.net/maps/47595/, it does not appear to have any custom rules and should work as-is with current OpenRA. If it did have custom rules and those were outdated, use of the --update-map command in the OpenRA Utility would be a good first step, and possibly a...
- Wed Apr 02, 2025 9:51 pm
- Forum: Mapping and Modding
- Topic: d2k sietch on custom map
- Replies: 16
- Views: 42714
Re: d2k sietch on custom map
Some thoughts: 1) RenderSprites in the default rules often has no Image set because it defaults to the name of the actor. In this case, you may want to specify the Sietch image. 2) You mentioned copying the Palace, and that building's production requires power. Have you given the Creep/Neutral playe...
- Wed Mar 26, 2025 10:06 pm
- Forum: General Discussion
- Topic: Red Alert -- bots
- Replies: 2
- Views: 4657
Re: Red Alert -- bots
Naval AI on a waterless map will be quite passive, mostly just building aircraft and defenses.
- Wed Mar 26, 2025 10:05 pm
- Forum: Mapping and Modding
- Topic: Question about modding
- Replies: 1
- Views: 17306
Re: Question about modding
example-zombie.zip This is not the only way to do this but I've put together a simple example map for RA. To start, ^Infantry is defined in OpenRA/mods/ra/rules/defaults.yaml and the various types of infantry share it. The map-specific rules in rules.yaml add a SpawnActorOnDeath trait to it. ^Infan...
- Wed Mar 19, 2025 2:36 am
- Forum: Mapping and Modding
- Topic: How do i upload map
- Replies: 4
- Views: 20341
Re: How do i upload map
I can only guess you're talking about https://resource.openra.net/maps/62625/
Did it not upload correctly?
Did it not upload correctly?
- Wed Feb 05, 2025 7:36 am
- Forum: Mapping and Modding
- Topic: How to differ Building from Vehicle? In general?
- Replies: 4
- Views: 27268
Re: How to differ Building from Vehicle? In general?
The usual method is to check if an actor can use StartBuildingRepairs . Most buildings can do this, with some exceptions like civilian houses in Red Alert or in Dune's case, the Sietch. local USSR = Player.GetPlayer("USSR") local function GetSovietBase() local buildings = Utils.Where(USSR.GetActors(...