Search found 1020 matches

by Matt
Fri Dec 15, 2017 7:02 pm
Forum: General Discussion
Topic: Implement Sole Survivor as a default mod?
Replies: 5
Views: 1218

I see it more like a good example for mod maps or a thirdparty mod using the new https://github.com/OpenRA/OpenRAModSDK

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by Matt
Thu Dec 14, 2017 4:49 pm
Forum: General Discussion
Topic: Future Improvements
Replies: 9
Views: 2967

I use https://kate-editor.org under openSUSE with KDE which also works fine with OpenRA .yaml files. It also includes a terminal to quickly launch the game or compile / run tests.
by Matt
Thu Dec 14, 2017 4:42 pm
Forum: General Discussion
Topic: Why so few players on TD & especially D2k??
Replies: 16
Views: 3159

I stopped advertising the Dune 2000 mod/remake project https://forum.dune2k.com/topic/24184-opend2k-cross-platform-reimplementation-of-dune-2000/?do=findComment&comment=392111 because no one really cared. Guess the community is even smaller than Red Alert and Tiberian Dawn plus there is a lot of com...
by Matt
Wed Dec 13, 2017 3:19 pm
Forum: General Discussion
Topic: Future Improvements
Replies: 9
Views: 2967

Re: Future Improvements

Greg wrote: 3. Advanced Mod Maker: editing YAML parameters with one single tool like TibEd for the original games and graphical menu and UI editor
The wish was mentioned so often that I finally created a ticket for it: https://github.com/OpenRA/OpenRA/issues/14506
by Matt
Wed Dec 13, 2017 3:18 pm
Forum: Mapping and Modding
Topic: [TOOL] RAMSLaM - Mod Making Made Easy
Replies: 10
Views: 3262

I assume the RAMSLaM project is dead, but nonetheless the idea could live on: https://github.com/OpenRA/OpenRA/issues/14506
by Matt
Wed Dec 13, 2017 3:16 pm
Forum: General Discussion
Topic: TibEd
Replies: 3
Views: 1638

See https://github.com/OpenRA/OpenRA/issues/14506 for the developer discussion on how to make OpenRA .yaml editing more user friendly.
by Matt
Wed Nov 08, 2017 8:04 pm
Forum: Mapping and Modding
Topic: Mod API for OpenRA
Replies: 14
Views: 2307

Yes, I meant Paul is the lead developer (we are a meritocracy) and the initial design vision of OpenRA or rather the NZ students ~10 years ago was and always has been to make the original games even more moddable.
by Matt
Mon Nov 06, 2017 5:36 am
Forum: Mapping and Modding
Topic: Mod API for OpenRA
Replies: 14
Views: 2307

The https://github.com/OpenRA/OpenRAModSDK is more of Paul's personal quest, so I would like him to decide on that.
by Matt
Sun Nov 05, 2017 11:57 am
Forum: Mapping and Modding
Topic: Urban Terrain Expansion
Replies: 70
Views: 121628

We will need to revive https://github.com/OpenRA/TilesetBuilder for it.
by Matt
Sun Nov 05, 2017 11:51 am
Forum: Mapping and Modding
Topic: Bold Balance Playtest Maps
Replies: 45
Views: 10073

Swimming Tanya in RA1. That's the spirit! Gave it a shoutout at https://plus.google.com/+OpenRAnet/posts/F86pxz8gkkA Keep up the good work!
by Matt
Sun Nov 05, 2017 6:40 am
Forum: Mapping and Modding
Topic: Mod API for OpenRA
Replies: 14
Views: 2307

Awesome! Looking great. That will definitely help our ongoing effort of improved Mod Support.
by Matt
Tue Oct 17, 2017 5:28 am
Forum: General Discussion
Topic: Can we have your upvote?
Replies: 50
Views: 16254

by Matt
Fri Oct 13, 2017 7:48 pm
Forum: General Discussion
Topic: OpenRA - Red Alert Wiki created
Replies: 54
Views: 11127

by Matt
Sun Oct 01, 2017 7:49 pm
Forum: Mapping and Modding
Topic: OpenRA Tilesets
Replies: 15
Views: 12672

by Matt
Tue Sep 12, 2017 6:47 pm
Forum: General Discussion
Topic: Has anyone tried playing OpenRA with a Steam controller yet?
Replies: 16
Views: 6200

A while ago a proposed controller setup was posted:

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