Search found 1014 matches

by Matt
Sat Oct 19, 2019 6:25 pm
Forum: Mapping and Modding
Topic: [Mod] OpenSC
Replies: 12
Views: 662

Re: [Mod] OpenSC

This project DO NOT use any assets from original Starcraft (1998)
by Matt
Sun Sep 29, 2019 9:44 am
Forum: Mapping and Modding
Topic: [Solved] - Ore and Gem value on a map
Replies: 8
Views: 403

Re: [Solved] - Ore and Gem value on a map

I made an unoptimized attempt to show the ore value per patch some time ago: https://github.com/OpenRA/OpenRA/pull/14055
by Matt
Sun Jul 14, 2019 12:15 am
Forum: Mapping and Modding
Topic: How to change the Loading Screen Symbols in CnC
Replies: 2
Views: 397

Re: How to change the Loading Screen Symbols in CnC

It is hardcoded at https://github.com/OpenRA/OpenRA/blob/b ... een.cs#L63 so you will need to change the code.
by Matt
Sat Jul 13, 2019 2:55 pm
Forum: General Discussion
Topic: Back to the roots
Replies: 12
Views: 998

Re: Back to the roots

You might want to try https://github.com/OpenRA/raclassic instead.
by Matt
Sat May 25, 2019 12:27 pm
Forum: General Discussion
Topic: Why not add ra2 game mod ?
Replies: 3
Views: 788

Re: Why not add ra2 game mod ?

It was rejected to include it with the engine in https://github.com/OpenRA/OpenRA/pull/9396
by Matt
Sat May 25, 2019 12:19 pm
Forum: General Discussion
Topic: Formation functionality
Replies: 6
Views: 829

Re: Formation functionality

Speed grouping was rejected in https://github.com/OpenRA/OpenRA/pull/13885
by Matt
Fri Feb 22, 2019 3:57 pm
Forum: Mapping and Modding
Topic: Tiberian Sun Tunnels
Replies: 4
Views: 1000

Re: Tiberian Sun Tunnels

They actually map the way the tunnel connect similar to how bridges work.
Trait Documentation wrote:_ is passable, x is blocked, and o are tunnel portals.
by Matt
Sun Jan 06, 2019 12:27 pm
Forum: General Discussion
Topic: Save game in Singleplayer
Replies: 2
Views: 629

Re: Save game in Singleplayer

by Matt
Sat Jan 05, 2019 1:27 pm
Forum: General Discussion
Topic: I consider to quit permanently
Replies: 22
Views: 3693

Re: I consider to quit permanently

There is an --update-map command for the utility which should automate your modded maps migration to a later OpenRA version. https://github.com/OpenRA/OpenRAModSDK/ ... ne-version explains it, but only for mods. It works very similar on maps.
by Matt
Sat Jan 05, 2019 1:22 pm
Forum: General Discussion
Topic: Using Foreign Language Sound Files
Replies: 2
Views: 490

Re: Using Foreign Language Sound Files

The localized media are binary compatible so you can just install them, however you have to do this manually as there is currently some kind of design decision to keep it that way until management of localized installs and UI translation is in place. You can find a tutorial at https://gist.github.co...
by Matt
Sat Dec 22, 2018 11:58 am
Forum: General Discussion
Topic: Developer sponsorship
Replies: 5
Views: 929

Re: Developer sponsorship

We tried it with https://www.bountysource.com/search?query=OpenRA in the past, but it never really worked out. Most OpenRA developers have daytime jobs and the money collected was never really compensating the work hours.