This isn't an exclusive club.
If you submit patches that make something better, I'll gladly review (and once we get whatever inevitable issues there are ironed out, accept) them -- whether they affect the editor, game code, or even the core engine.
Nothing is off-limits -- all you need is a ...
Search found 4 matches
- Sat Dec 01, 2012 5:53 pm
- Forum: Mapping and Modding
- Topic: OpenRA IDE
- Replies: 9
- Views: 17484
- Tue Nov 27, 2012 8:22 pm
- Forum: Mapping and Modding
- Topic: OpenRA IDE
- Replies: 9
- Views: 17484
- Wed Nov 07, 2012 4:46 pm
- Forum: Mapping and Modding
- Topic: OpenRA IDE
- Replies: 9
- Views: 17484
Re: OpenRA IDE
Hoping to add yml support and a basic wrapper for making units that have some special functionality, I just wish the developers would add a package format for mods.
Awesome. What do you mean with package format for mods? There is a mod.yaml which defines everything.
I mean the ability to ...
Awesome. What do you mean with package format for mods? There is a mod.yaml which defines everything.
I mean the ability to ...
- Wed Nov 07, 2012 3:25 am
- Forum: Mapping and Modding
- Topic: OpenRA IDE
- Replies: 9
- Views: 17484
OpenRA IDE
Working on an IDE for everything moddy. I already started a SHP editor, but moving it into a IDE style format based on my previous work in Garry's Mod.
Previous work:
http://account.gmservers.co.uk/gide_15.png
SHP Editor:
http://account.gmservers.co.uk/shpeditor.png
Conversion to an ...
Previous work:
http://account.gmservers.co.uk/gide_15.png
SHP Editor:
http://account.gmservers.co.uk/shpeditor.png
Conversion to an ...