Search found 96 matches

by riderr3
Fri Feb 01, 2013 7:40 pm
Forum: Mapping and Modding
Topic: MicroGraphics
Replies: 46
Views: 51337

Nice pixel art
by riderr3
Wed Jan 02, 2013 2:06 am
Forum: General Discussion
Topic: Compiling OpenRA on Ubuntu
Replies: 19
Views: 33475

Hmm, how does one install extra mods (for example, mine ) on Ubuntu? I tried simply dragging and dropping my mod into /usr/share/openra/mods/, but it says I do not have sufficient permission. But whenever I run "sudo nautilus" and DO put the file in there, the game will not even read the file when ...
by riderr3
Wed Nov 14, 2012 7:04 pm
Forum: Mapping and Modding
Topic: OpenRA IDE
Replies: 9
Views: 9566

Windows only? :D
by riderr3
Mon Oct 22, 2012 7:46 pm
Forum: General Discussion
Topic: Why no FAKE buildings for allies?
Replies: 4
Views: 4170

Yes, why :?
Someone can say is underrated, but fakes can be useful in original RA multiplayer games.

Example: 5-6 enemy migs can destroy a const yard, so fake building can help in this and other situations.
by riderr3
Tue Oct 09, 2012 8:28 pm
Forum: Mapping and Modding
Topic: Tanks to use power?
Replies: 6
Views: 5318

Proteus wrote: I tried adding RequiresPower to a unit, all it does is prevent them from shooting their weapon if you have low power; they can still move around
Hmm... what about to create EMP mass weapon effects in OpenRA :)
by riderr3
Wed Oct 03, 2012 8:00 pm
Forum: Mapping and Modding
Topic: All the music from RA in scores.mix
Replies: 23
Views: 60396

may be Content/ra ?
by riderr3
Mon Oct 01, 2012 6:54 pm
Forum: General Discussion
Topic: A bit of feedback
Replies: 2
Views: 3378

Re: A bit of feedback

TiberFCSL wrote: It also annoys me the lack of "left-click mouse button orders" option, but I know that at least in Tiberian Dawn mod it's being worked, so, great! But, is this feature going to be into RA mod as well?
We are waiting this for years :roll:
by riderr3
Mon Oct 01, 2012 6:53 pm
Forum: Mapping and Modding
Topic: Editing the AI
Replies: 2
Views: 3075

editing hackyai.cs ?

In Red Alert 1 AI can be simple edited in Rules.ini ... OpenRA needs STANDARDS for all modding/scripting/mapping. Even now there is a tons of incompatibility between versions, pile of bugs, e.t.c.
by riderr3
Tue Sep 18, 2012 8:05 pm
Forum: General Discussion
Topic: [DEV] BetaAI | TOTAL REDO ?
Replies: 57
Views: 47010

more crash Platform is Linux Using Gl renderer Desktop resolution: 1366x768 Using resolution: 1318x720 Available mods: cnc: C&C ({DEV_VERSION}) d2k: Dune 2000 (beta) ({DEV_VERSION}) example: Example Mod (a0001) ra: Red Alert ({DEV_VERSION&...
by riderr3
Tue Sep 18, 2012 7:31 pm
Forum: General Discussion
Topic: Game is slow...C# runtime issues?
Replies: 26
Views: 22867

Yeah, same thing here on Ubuntu, with graphics of 1997 year - much usage of cpu, e.t.c.
by riderr3
Fri Sep 07, 2012 9:01 pm
Forum: General Discussion
Topic: [DEV] BetaAI | TOTAL REDO ?
Replies: 57
Views: 47010

Ok, this is one more TODO list with some things that can be discussed... *some units or features not yet in OpenRA, but it would be possible in future. Service depot and repairing/restoring. -Repairs air units on service depot when they damaged. -Repairs submarines/ships in subpens/shipyards where t...
by riderr3
Mon Sep 03, 2012 10:45 am
Forum: General Discussion
Topic: [DEV] BetaAI | TOTAL REDO ?
Replies: 57
Views: 47010

Valkirie wrote: NEW*
  • When AI captures a building, it will sell it immediatly.
Really? I thought this is not original Red Alert AI behavior.

Anyway, this is great AI improvement, thanks :D
by riderr3
Mon Aug 13, 2012 10:59 am
Forum: General Discussion
Topic: [Request] Multilanguage support
Replies: 25
Views: 23368

[Request] Multilanguage support

Do you remember conquer.eng file from original Red Alert 1? This file stores language strings. In OpenRA would be useful if different language strings stored in special yaml files like english.yaml, spanish.yaml e.t.c. in folder "openra/mods/ra/languages", and modders can more easily translate text/...
by riderr3
Tue Aug 07, 2012 6:37 pm
Forum: General Discussion
Topic: Idea About Interface
Replies: 3
Views: 3220

btw build menu needs a scrolling system cause some things not fit in menu (if there are many of them)
by riderr3
Wed Aug 01, 2012 7:49 pm
Forum: General Discussion
Topic: Game grinds to a halt
Replies: 11
Views: 8179

You can try with bots on separated-islands-maps and there are even much more lag :drunk: