Search found 29 matches

by Dasha
Sun Nov 20, 2022 7:14 pm
Forum: General Discussion
Topic: 2022 devtest builds
Replies: 30
Views: 36603

Re: 2022 devtest builds

Awesome, thanks for sharing it !
by Dasha
Sat Nov 19, 2022 9:03 pm
Forum: Mapping and Modding
Topic: Debris
Replies: 2
Views: 3260

Re: Debris

Thanks for the reply, this is what I thought too, it should not be intentional.
In this case, the Git Hub ticket still makes sense. We'll see if it can be enhanced in the future then.
by Dasha
Sat Nov 19, 2022 5:25 pm
Forum: Mapping and Modding
Topic: Debris
Replies: 2
Views: 3260

Debris

Hi, Have the behaviour of the debris tiles been intentionally modified compared the original Red Alert ? I've noticed that some original Red Alert maps are just unplayable - ex. Tiger Core. The Australia map also have large paths now not traversable anymore. I've commented an existing issue I found ...
by Dasha
Fri Nov 18, 2022 11:14 am
Forum: Mapping and Modding
Topic: Ant structures absent in the editor ?
Replies: 5
Views: 4009

Re: Ant structures absent in the editor ?

If there is some guidelines, documentation on how to do, I'll gladly contribute.

I have very basic coding skills if it helps.
by Dasha
Wed Nov 16, 2022 10:09 pm
Forum: Mapping and Modding
Topic: Ant structures absent in the editor ?
Replies: 5
Views: 4009

Re: Ant structures absent in the editor ?

Mmmh ok thx.
If I can help to recreate "it came from Red Alert" maps in order to implement the campaign, I'll be happy to contribute.
by Dasha
Wed Nov 16, 2022 2:30 pm
Forum: Mapping and Modding
Topic: Ant structures absent in the editor ?
Replies: 5
Views: 4009

Ant structures absent in the editor ?

Hi,

In the original game, as everyone is aware, there is a mini campaign where the player plays against the ants.

On these maps, there are ant structures. See here.

However, these structures seem absent from the map editor.
Is there a way to add these structures with the in-game editor?

D.
by Dasha
Sat Nov 12, 2022 2:38 pm
Forum: Mapping and Modding
Topic: Map of Ukraine
Replies: 4
Views: 5570

Re: Map of Ukraine

I've already made good progress.

As I said it'll be a 128 x 64 map.

It'll be a 5 players free for all map but where 2 vs. 2 will also be possible.

I think it'll be completed in a couple of days.

[EDIT]

I completed it earlier than expected.
https://resource.openra.net/maps/48870/
by Dasha
Fri Nov 11, 2022 4:15 pm
Forum: Mapping and Modding
Topic: Crates appearing after destroying a building
Replies: 2
Views: 3117

Re: Crates appearing after destroying a building

Thanks, I'll check this !
by Dasha
Fri Nov 11, 2022 8:12 am
Forum: Mapping and Modding
Topic: Map of Ukraine
Replies: 4
Views: 5570

Re: Map of Ukraine

Low Skill wrote:
Mon Mar 28, 2022 9:35 pm
If you can get past the outrage culture it would be cool to make crimean peninsula as a map
I'll make it in 128 x 64.
I'll revert back here when it's done.
by Dasha
Fri Nov 11, 2022 8:07 am
Forum: General Discussion
Topic: Install assets from different languages releases
Replies: 1
Views: 1679

Install assets from different languages releases

Hi, I don't know if there is already an issue created in Gît for this or not so I prefer to ask here before creating an unnecessary issue. I own RA and its expansions in both English and French. However, I can only install the assets from my English release. Is it foreseen to also support other lang...
by Dasha
Thu Nov 10, 2022 6:04 pm
Forum: Mapping and Modding
Topic: Crates appearing after destroying a building
Replies: 2
Views: 3117

Crates appearing after destroying a building

Hi,

I've created this skirmish map, and have a question.
Is it possible to :
1. Make a crate appear after a particular civilian building is destroyed ?
2. If so, is it possible to force what it'll contain ?

Dasha.
by Dasha
Mon Nov 07, 2022 10:17 am
Forum: Mapping and Modding
Topic: Lag on my Monsters' Archipel map
Replies: 4
Views: 3525

Re: Lag on my Monsters' Archipel map

abcdefg30 wrote:
Sun Nov 06, 2022 12:58 pm
Hi. That is indeed a known issue that is hopefully mitigated on the devtest, see OpenRA/OpenRA#12435.
Hello,

I confirmed in the devtest topic that indeed, the lag is not there anymore.

Well done dev team !
by Dasha
Mon Nov 07, 2022 7:13 am
Forum: General Discussion
Topic: 2022 devtest builds
Replies: 30
Views: 36603

Re: 2022 devtest builds

I realized I did the test with "rush ai" on the devtest but when I experienced the lag on the regular release I used "normal ai". I don't know if it matters but I'll redo the test with a normal ai too on the devtest. [EDIT] I did a test with "normal ai" and no lag observed too. https://we.tl/t-2g3k2...
by Dasha
Sun Nov 06, 2022 6:53 pm
Forum: General Discussion
Topic: 2022 devtest builds
Replies: 30
Views: 36603

Re: 2022 devtest builds

OK, I had some time and tried the dev test build on my problematic map and I've to say that now it's very playable, even when I isolate the ennemy AI on its island. I'm attaching my replay in case you want to look at how the AI is reacting when he's completely blocked on its island : https://we.tl/t...
by Dasha
Sun Nov 06, 2022 2:01 pm
Forum: General Discussion
Topic: 2022 devtest builds
Replies: 30
Views: 36603

Re: 2022 devtest builds

Hi, I've created a map in which, if I isolate the AI by destroying the 2 bridges it can use to exit its island, the game will start to lag extremely. I'll try my map with this dev test and see if the new path finding model makes things better. I'll keep you posted. The map has been uploaded here : ...