Search found 24 matches

by penev
Wed Oct 02, 2019 10:13 am
Forum: Mapping and Modding
Topic: OpenRA - A deep dive into its source-code
Replies: 13
Views: 2935

Re: OpenRA - A deep dive into its source-code

As for VisualStudio - the Community versions work perfectly for you. Minimal is probably 2017 by now, but you should just get 2019 anyway. Both VS 2017 Community and VS 2019 Community are easily available on Microsoft's website. You can also find older versions, but not as easily. You don't need Mon...
by penev
Sun Nov 19, 2017 10:21 pm
Forum: General Discussion
Topic: Doomsday's maps
Replies: 14
Views: 4390

The more I hear about it, the more curious I become about where you are getting that "attitude" from... :o0:
by penev
Mon Feb 29, 2016 11:15 am
Forum: General Discussion
Topic: Debate about OpenRA vs classic RA
Replies: 20
Views: 7526

the balance of C&C95 and RA is damaged with your supposed tweaks. Did you just use "RA" and "balance" in the same sentence? :o0: :lol: I couldnt care less about bugs That's what people say when there aren't any bugs. Try a version that has some and I bet you'll be among the first bitching about the...
by penev
Sun Feb 21, 2016 5:28 pm
Forum: General Discussion
Topic: Unnoficial Windows binaries / requesting help with compiling
Replies: 14
Views: 4354

The only thing you should need on Windows is .NET 4.0 or newer.
Having Visual Studio is a bonus, but not mandatory (you can still compile via our command-line script, which uses the .NET compiler).
And I don't know what SDK you are referring to.
by penev
Sat Feb 20, 2016 12:29 pm
Forum: General Discussion
Topic: Unnoficial Windows binaries / requesting help with compiling
Replies: 14
Views: 4354

I've been wondering, if there is any reason why there have been no playtest binaries released since December? The last release was pretty big, and also did not exactly happen very smoothly, so people are still pretty burnt out from that. As a result, there hasn't been much drive to get a new releas...
by penev
Sun Dec 27, 2015 11:27 am
Forum: General Discussion
Topic: Bad design of new user interface
Replies: 13
Views: 3874

First off, you didn't even say what UI you are talking about. Please try some "STOP : THINK : WRITE". Second, as xanax` said, all that information is still there (including the spectators, actually). As for the hover tooltip with player info - you should be aware by now that there could be 60 people...
by penev
Mon Dec 21, 2015 10:39 pm
Forum: General Discussion
Topic: 3rd playtest feedback
Replies: 7
Views: 2947

I'm pretty sure both the map with locked settings and the resources changing through FoW are both pretty old issues.
by penev
Fri Dec 11, 2015 12:47 pm
Forum: General Discussion
Topic: Red alert lobby- music&sound options
Replies: 3
Views: 1298

You can already find that in the playtests (or "Release Candidates", if you're scared of the word "playtest"), actually.
by penev
Wed Dec 09, 2015 8:32 pm
Forum: General Discussion
Topic: Redalet Mig with air to air capability
Replies: 32
Views: 10705

It has been discussed and migs will get some attention as soon as @hamb is able to.

There won't be any more ad-hoc balance changes for this release, however. That ship sailed a while ago, sorry. We can't risk breaking the balance this close to a release. If we keep doing that we may never release.
by penev
Sun Nov 29, 2015 4:04 pm
Forum: General Discussion
Topic: Trikes are too weak against infantry
Replies: 1
Views: 1010

To be fair they aren't any better in the original (I just tested it).
While I kind of agree with you, for the moment we want to get as close to the original as possible before we start rebalancing it like we did for TD and RA.
by penev
Thu Nov 26, 2015 9:19 am
Forum: General Discussion
Topic: Feedback for Dune 2000
Replies: 7
Views: 2506

1., 2., 3. As for Sonic/Siege/Missile tank - I would have to test that against the original. The speed/damage/etc. values are copied from TibEd, so they are supposed to be correct. 4. What do you mean " this time around" ? This playtest? As for the suggestions: 1. Possible, but at the moment we're t...
by penev
Mon Nov 16, 2015 9:06 am
Forum: General Discussion
Topic: Why the original Redalert was so popular
Replies: 5
Views: 2576

dzine wrote: Im not the worlds greatest coder but i could knock one up in a day !
Please do. I'm genuinely interested in seeing how you make a color picker with 40 (hell, let's start with 20) hardcoded colors that all work for any mod that is on, or will come to OpenRA.
by penev
Tue Nov 10, 2015 3:39 pm
Forum: General Discussion
Topic: Defense Balance Discussion - Red Alert
Replies: 31
Views: 11950

What makes AA-guns ûber powerful is that they are capable of firing into shroud without seeing their targets. Can you please try to reproduce this on the current playtest? Several things regarding targeting were fixed since the last release, so this should no longer be possible. P.S.: Sorry, kind o...
by penev
Sun Jun 21, 2015 9:55 am
Forum: General Discussion
Topic: The "Enemy detected" alert sound
Replies: 21
Views: 5459

Sorry, looks like you misunderstood me - I meant quite the opposite - that sneaking is still possible. You just need to distract your enemy (as you should have been doing before, it's just more important to do it now).
by penev
Sun Jun 21, 2015 8:06 am
Forum: General Discussion
Topic: The "Enemy detected" alert sound
Replies: 21
Views: 5459

Well if people find it annoying - I can't argue with that.
I just don't consider "it gives my enemy an unfair advantage, because reasons" to be a valid argument, because it can be so easily nullified.