Search found 1020 matches

by Matt
Sat Feb 15, 2020 9:03 pm
Forum: Mapping and Modding
Topic: OpenHV
Replies: 1
Views: 1249

OpenHV

I started a new mod project OpenHV . It is a sci-fi themed RTS using most of its artwork from the unreleased Hard Vacuum game. The assets fall under the liberal Creative Commons Attribution license. Sounds are .wav and sprites are loaded from .png files so it uses open standards where possible, whic...
by Matt
Wed Feb 05, 2020 8:17 pm
Forum: Mapping and Modding
Topic: map to png
Replies: 4
Views: 444

Re: map to png

There is a ticket about this at https://github.com/OpenRA/OpenRA/issues/2762
by Matt
Fri Jan 10, 2020 7:34 pm
Forum: Mapping and Modding
Topic: Mod: C&C: Combined Arms
Replies: 31
Views: 8764

Re: Mod: C&C: Combined Arms

That looks sick!
by Matt
Fri Jan 03, 2020 7:13 pm
Forum: Mapping and Modding
Topic: SHARING FREE ICT / DEVELOPER RESOURCES
Replies: 3
Views: 346

Re: SHARING FREE ICT / DEVELOPER RESOURCES

You should look for C# though not C/C++...

Nowadays I would recommend https://www.edx.org/ for everyone how has no knowledge of programming and wants to change OpenRA.
by Matt
Wed Dec 25, 2019 5:30 pm
Forum: Mapping and Modding
Topic: How do add custom traits?
Replies: 5
Views: 1838

Re: How do add custom traits?

Das Element "Traits\XXX.cs" wurde im Parameter "Sources" mehrmals angegeben. Doppelte Elemente werden vom Parameter "Sources" nicht unterstützt." That indicates that you duplicated a file. You can't overwrite it with new code. You have to rename it like https://github.com/AttacqueSuperior/Engine/tr...
by Matt
Fri Nov 29, 2019 6:19 pm
Forum: General Discussion
Topic: Wouldn't it be rather simple to load C&C remaster assets into OpenRA?
Replies: 2
Views: 1634

Re: Wouldn't it be rather simple to load C&C remaster assets into OpenRA?

Paul Chote is in the community council of the remasters so EA seems to be rather supportive of the OpenRA project. It is no problem to have a free and open source engine plus commercial assets. That's usually how these game engine recreations work. OpenRA is the only one I know of that makes it so c...
by Matt
Sat Oct 19, 2019 6:25 pm
Forum: Mapping and Modding
Topic: [Mod] OpenSC
Replies: 12
Views: 2037

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: 1273

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: 913

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: 1447

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: 983

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: 1105

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: 1219

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.