Editing an installed copy of OpenRA is hard, so I dropped the mod into the SDK template and generated installers that everyone can use.
Windows (installer): https://www.dropbox.com/s/jw3i4dx29fmnx4k/TiberianOrigins-0.87d.exe?dl=1
Windows (portable): https://www.dropbox.com/s/jm6w9q6fxxdavql ...
Search found 93 matches
- Thu Apr 05, 2018 7:53 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Wed Apr 04, 2018 9:13 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Tue Mar 20, 2018 10:21 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Mon Mar 19, 2018 8:22 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Mon Mar 19, 2018 3:54 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Fri Mar 09, 2018 4:23 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Wed Mar 07, 2018 9:57 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
It will also give that error if it is not able to find or parse the referenced ti* files.
Yup - the engine seems to look for all tileset specific file extensions (.tem / .sno / .des) unless told otherwise. Since my Bits folder only contains ti*.shp files, I had to add AllowTilesetExtension=False ...
Yup - the engine seems to look for all tileset specific file extensions (.tem / .sno / .des) unless told otherwise. Since my Bits folder only contains ti*.shp files, I had to add AllowTilesetExtension=False ...
- Wed Mar 07, 2018 8:48 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Wed Mar 07, 2018 8:13 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Wed Mar 07, 2018 5:32 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
Once simple for modders... until the next OpenRA release comes out and breaks compatibility! Once simple for players... until they want to jump between different mods that require different OpenRA versions, and have to quit then launch the specific mod chooser that works only with the mod they want ...
- Tue Mar 06, 2018 5:20 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Tue Mar 06, 2018 3:44 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
Please use the Mod SDK instead of asking players to modify their OpenRA installation!
The process is basically the same as what you are doing now - copy your mod directory to replace the example mod, and then make a few tweaks to the mod.config to set up other metadata. This is all covered in the ...
The process is basically the same as what you are doing now - copy your mod directory to replace the example mod, and then make a few tweaks to the mod.config to set up other metadata. This is all covered in the ...
- Tue Mar 06, 2018 7:12 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Mon Mar 05, 2018 8:59 pm
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278
- Mon Mar 05, 2018 11:32 am
- Forum: Mapping and Modding
- Topic: Red Alert: Tiberium Origins MOD
- Replies: 194
- Views: 327278