Search found 93 matches

by kaneCVR
Wed Jan 07, 2015 2:08 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Announcement:

I'm taking some time off the mod to study for my exams, so the next release for Tiberian Origins will be sometime in February. Thank you everyone, and happy new year!

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by kaneCVR
Fri Jan 02, 2015 7:34 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Cmd. Matt wrote: You may want to publish at http://www.desura.com/games/openra/mods for easy updates.
Will do.

I do have a question - is there any way to replace the shellmap in the main menu with an image? If so, how would I do that?
by kaneCVR
Tue Dec 30, 2014 3:53 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Great mod!) du you plan to add races from Dune2k? and what about Redsun's races? http://4pda.ru/forum/dl/post/5568233/3vRHNOwx20U.jpg Thanks! I will not be adding races from other games. This mod only has sides from the Command and Conquer universe, and is planned around a singleplayer campaign.
by kaneCVR
Fri Dec 26, 2014 12:03 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

OK so I tried to post a guide on the wiki but editor's formating options pissed me off so much I gave up. If you want to post it. I'll give you a lump of text. The code sections were all clumped up, and when I tried to mimic the example from above, it would clump up the wrong sections into "code" wi...
by kaneCVR
Thu Dec 25, 2014 1:58 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

I have advertised your mod on our social media channels again. I suggest you write a http://wiki.openra.net article to resolve https://github.com/OpenRA/OpenRA/issues/6992 as you can write it from the perspective of someone who was confused by it. I'll make a full writeup with examples later today....
by kaneCVR
Sat Dec 20, 2014 7:08 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

I'm not sure if this is something you can do or if the devs have to look at it: after capturing more than two factions or enabling the build all cheat the build menu for vehicles is larger than the screen size. can you add a scrollbar to the build menu? Nice find. This should be posted on GitHub. I...
by kaneCVR
Mon Dec 15, 2014 4:09 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Why comes the GDI airfield (nice cameo!) with an A-10 but you can't build more of them? I just does not show up in the GDI build menu. Because I wrote down Prerequisites: ~afld, ~builda10, ~techlevel.unrestricted #where afld is the soviet airfield instead of the gdi one (gfld) :( by mis...
by kaneCVR
Sun Dec 14, 2014 7:59 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Great work! I really like the new faction. Some things I noticed: - Sog has a Humvee as starting unit although it can not build Hummvees It's an oversight. I was pondering wether to give SoG the Jeep or the Hummer, and I stuck with the Jeep in the end. Will fix. - Tanja shows up in the Sog techtree...
by kaneCVR
Sat Dec 13, 2014 1:20 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Thanks for the report eddie, I'll get right on it! There must be a bug in the heavy support starting units most likely for the allies - it's a quick fix. As for the crash - it states it can't find one of the mix files - it's possible I didn't pack the directory structure correctly. Both cscores.mix...
by kaneCVR
Thu Dec 11, 2014 9:59 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Beta 025 uploaded, including a new faction - Special Operations Group 9 - and a few new units and gameplay changes. Changelog available on first post and ModDB page.
by kaneCVR
Tue Dec 09, 2014 6:39 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

I've sorted out most of the cloned actors after going trought the scarce documentation for the new prerequisite sistem + two days of experimentation. So far I've managed to remove the hellipad and airfield clones, and a few of the cloned vehicles. I'm also releasing a new side / race for testing, Se...
by kaneCVR
Sun Dec 07, 2014 5:27 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

I've played your mod for a while now and I really like it. Great work! There's one other thing that might be an issue: you can not teleport units onto tiberium. Is that on purpose? I dont't know if this is possible, but it would be nice if you could rename some cameos. If you capture conyards of ot...
by kaneCVR
Sun Dec 07, 2014 2:50 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

@Sleipnir @eddie - thanks, I'll look over the rules files and fix the error. Update - found several building with the RenderDetectionCircle trait who were missing DetectCloaked. Among them was the Temple of Nod, Advanced Comm Center and RA and CnC Radar Stations. Selecting it caused the crash. Fixed...
by kaneCVR
Sat Dec 06, 2014 11:34 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

The game crashes quite often in skirmish mode. Here is the exception.log: Tiberian Origins Mod at Version Beta 0.22 Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1) Runtime Version: .NET CLR 4.0.30319.18444 Exception of type `System.InvalidOperationException`: TypeDi...
by kaneCVR
Mon Dec 01, 2014 1:14 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 113648

Thanks umairazfar, I'll look into it when I get back to making the missions.

Version 0.22 released. Get it on my ModDB page (link and changelog on first post).

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