Search found 23 matches

by Sprog
Mon Oct 24, 2011 8:02 pm
Forum: Mapping and Modding
Topic: [MAP] Under Cover
Replies: 2
Views: 3031

please post a pic, im personally picky about downloading files without any pictures.
by Sprog
Fri Oct 21, 2011 1:11 am
Forum: Mapping and Modding
Topic: modding software(s) question
Replies: 3
Views: 3986

I looked around, and i have 2 questions:
1, what are .shp files and how do i edit/make them?
2, where are the .mix files and what do they do?
by Sprog
Thu Oct 20, 2011 3:00 am
Forum: Mapping and Modding
Topic: modding software(s) question
Replies: 3
Views: 3986

modding software(s) question

pretty much summed up in the description, what software do i need to make a proper openra mod? ive been meaning to ask this for a while but never got the time to find anything on the forums.
by Sprog
Tue Oct 18, 2011 11:10 pm
Forum: Mapping and Modding
Topic: fun 3v3 map!
Replies: 2
Views: 3404

:D
by Sprog
Sun Oct 16, 2011 5:56 pm
Forum: Mapping and Modding
Topic: fun 3v3 map!
Replies: 2
Views: 3404

fun 3v3 map!

so i made my first map recently, and thanks a ton to Nukem for fixing a bug with the spawn points not working. enjoy!
by Sprog
Sun Oct 16, 2011 5:17 pm
Forum: Mapping and Modding
Topic: Map editor, Upper Player limit and ideas for lobby
Replies: 5
Views: 4563

it's still useable though, 12 players seems like enough for the moment
by Sprog
Sun Oct 16, 2011 5:02 am
Forum: General Discussion
Topic: RA artillery/nukes balance
Replies: 2
Views: 3319

RA artillery/nukes balance

i dont know if people agree with this, but artillery and nukes should be balanced. compared to the v2 rockets the projectiles move faster and do more damage. nukes also are impossible to see coming if the enemy has no units nearby your base(s). artillery projectiles should travel at about 2/3 to 1/2...
by Sprog
Sun Oct 16, 2011 4:52 am
Forum: Mapping and Modding
Topic: Is it possible to:
Replies: 4
Views: 4810

riderr3 wrote: some things can ruin the balance a bit :) we already run too far from original c&c and red alert ;)
yeah, some things are definitely different from the originals. some of the changes are better but i agree that openra is really different.

btw, artillery needs to be balanced :\
by Sprog
Sun Oct 16, 2011 4:41 am
Forum: Mapping and Modding
Topic: map editor bug! please help!
Replies: 3
Views: 3561

thank you so much! what did you do to fix this?
by Sprog
Sat Oct 15, 2011 10:14 pm
Forum: Mapping and Modding
Topic: map editor bug! please help!
Replies: 3
Views: 3561

map editor bug! please help!

i made my first map yesterday and i placed all of the start locations, but whenever i try to play the map it says it can only play 0 players and set me to a spectator. please help! i dont know what's wrong!

map is also attached to the post, if you can fix it i'd love you forever.
by Sprog
Sat Sep 10, 2011 4:17 pm
Forum: General Discussion
Topic: Some feature requests
Replies: 14
Views: 11327

It depends, you have a number of choices. 1. Allow but don't require placement indication when a structure produce order is given. 2. Require placement indication. Changes gameplay a bit. 3. Require *and* start construction at the final location. Really changes gameplay, but might actually be quite...
by Sprog
Fri Sep 09, 2011 12:35 am
Forum: General Discussion
Topic: Some feature requests
Replies: 14
Views: 11327

go to moddb, they have C&C for free download and it works with xp/7. otherwise the RA mod for this has only 1 build queue in the new 906 build. and as for the buildings being placed instantly after build orders, that's not how all the building in C&C and RA games are built. you need to find a differ...
by Sprog
Wed Sep 07, 2011 9:02 pm
Forum: General Discussion
Topic: Some feature requests
Replies: 14
Views: 11327

this is a remake of an old game, so far everything in this game is really close to the original and some of these things i wouldnt really agree wtih Game looks great already! Some feature request from me: Add map size to map list. RA2-style right-click drag scrolling Don't shade build options when a...
by Sprog
Tue Sep 06, 2011 2:51 am
Forum: General Discussion
Topic: dates on builds/dune2000
Replies: 7
Views: 6545

chrisf wrote: We'd like to add Dune 2000 support, but there's a lot of work involved.
i understand that, that's why im asking for a modding guide
by Sprog
Mon Sep 05, 2011 2:51 pm
Forum: General Discussion
Topic: dates on builds/dune2000
Replies: 7
Views: 6545

As chrisf said, the playtests are dated, so playtest 20110904 is 2011, 4th of september (ISO 8601 international standard of dating, favoured by computers and asian culture). As for dune working here; not impossible, but requires some dedicated time, which i can't blame the dev team for not doing, a...