Search found 14 matches
- Mon Jan 25, 2016 9:42 pm
- Forum: General Discussion
- Topic: Ideas on solving desyncs in Release compilation?
- Replies: 2
- Views: 2921
We don't use (much) floating point math in the simulation code, specifically to avoid the determinism issues there. There was some investigation into the release vs debug profiles, but this ended up being dropped again after we confirmed that it only really affected custom builds using the Microsof...
- Mon Jan 25, 2016 3:17 pm
- Forum: General Discussion
- Topic: Ideas on solving desyncs in Release compilation?
- Replies: 2
- Views: 2921
Ideas on solving desyncs in Release compilation?
Hello there, IIRC, one of the main problems that restricted this game to be run in Release mode (therefore speeding up the game) was the treatment different OS and architectures gave to floating numbers. I was wondering if all those problems have been solved. If not, maybe there are a couple of post...
- Sat Mar 01, 2014 1:46 pm
- Forum: General Discussion
- Topic: TypeInitializationException error
- Replies: 4
- Views: 7180
It works fine here on openSUSE with Mono 3.2.3 using MonoDevelop 4.2.1 so I don't think that is the problem if those PPAs did everything correctly. You can try to give is the version of libgdiplus and the output of mono --version . Also be sure to run make dependencies before running the game when ...
- Fri Feb 28, 2014 8:58 am
- Forum: General Discussion
- Topic: TypeInitializationException error
- Replies: 4
- Views: 7180
This looks to be a problem with your mono installation. Are you using the default packages from ubuntu, a ppa, or a custom build? I installed monodevelop 4 from this PPA: https://launchpad.net/~keks9n/+archive/monodevelop-latest . Latest source code from git didn't allow me to open the sln file in ...
- Wed Feb 26, 2014 9:50 pm
- Forum: General Discussion
- Topic: TypeInitializationException error
- Replies: 4
- Views: 7180
TypeInitializationException error
Hello, I'm having some issues when executing the game OpenRA from the latest changes in HEAD of the project. About 2 months ago or so I could execute and play the game from the Git without any problem, yet know I run into a TypeInitializationException error. Here is the Stack Trace: System.TypeIniti...
- Fri Jan 03, 2014 7:05 pm
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 7438
It works in the way that whenever you build more than 1 of the same type of building, the time is reduced by a proportional amount. The more you build, the more the time is reduced. Right, but do you know the percentages or have a link to that info? I'm new to the game and the project (just studyin...
- Thu Jan 02, 2014 4:13 pm
- Forum: Mapping and Modding
- Topic: Where is the D2K mod HQ?
- Replies: 7
- Views: 12987
Hello Rydrael I think the best places where you can get informations about OpenRA development are: - the [url=irc://chat.freenode.net/openra]#openra IRC channel on freenode[/url]. You can use this IRC web applet if you don't have any IRC client. - following the OpenRA issues on Github. Hello Xanax,...
- Thu Jan 02, 2014 10:49 am
- Forum: Mapping and Modding
- Topic: Where is the D2K mod HQ?
- Replies: 7
- Views: 12987
Where is the D2K mod HQ?
Hello there,
I'm pretty interested in following the development of the D2k mod for OpenRA, but I'm a bit confused about whether the main development discussions happens in this forums or in the site d2kplus.com. Can someone enlighten me and clear my doubts?
Thank you
I'm pretty interested in following the development of the D2k mod for OpenRA, but I'm a bit confused about whether the main development discussions happens in this forums or in the site d2kplus.com. Can someone enlighten me and clear my doubts?
Thank you
- Wed Jan 01, 2014 8:22 pm
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 7438
Oh I didn't know about RA. How does the building time reduction change? D2K doesn't have building time reduction at the moment. However, units which come down from the Starport come twice as fast, but cost 25% more. It works in the way that whenever you build more than 1 of the same type of buildin...
- Tue Dec 31, 2013 11:16 am
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 7438
- Mon Dec 30, 2013 9:37 pm
- Forum: Mapping and Modding
- Topic: D2K mod multiple building time reduction
- Replies: 7
- Views: 7438
D2K mod multiple building time reduction
Hello there,
I just wanted to make a rather noobie but short question. In the Red Alert mod, the build time for units is reduced for every duplicated factory built. In D2K that doesn't happen.
Is it intended this way?
I just wanted to make a rather noobie but short question. In the Red Alert mod, the build time for units is reduced for every duplicated factory built. In D2K that doesn't happen.
Is it intended this way?
- Mon Dec 30, 2013 10:04 am
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 8635
- Mon Dec 30, 2013 9:16 am
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 8635
- Sun Dec 29, 2013 8:47 am
- Forum: General Discussion
- Topic: [SOLVED]Where to place or use .AUD files from Dune 2000?
- Replies: 8
- Views: 8635
[SOLVED]Where to place or use .AUD files from Dune 2000?
Hi,
I have a Dune 2000 CD and I would wish to import the music .AUD files into OpenRA. I tried to place them in the Music folder inside .openra/Content/d2k/ but the game doesn't detect the files.
Do they need some kind of conversion or put them into a different folder?
Thanks
I have a Dune 2000 CD and I would wish to import the music .AUD files into OpenRA. I tried to place them in the Music folder inside .openra/Content/d2k/ but the game doesn't detect the files.
Do they need some kind of conversion or put them into a different folder?
Thanks