Search found 93 matches

by kaneCVR
Mon Jan 13, 2014 6:04 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Heyho, i'd like to help, yes. But i'm only good at mapmaking and doing stupid-work. I'd love to learn how to make a decent mission with briefing, events, toggle-scripts etc., though. I didn't know anything about modding openra when I started, but I learned by doing, as the project moved along. I'm ...
by kaneCVR
Mon Jan 13, 2014 10:26 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Heyho, i'd gladly like to join your new project then. Still depends on some other things. If i get the starboundproject to run for itself i can get out of it and start something new here. I think others may want to join, too since you really got your act together. (I hope this means what it think i...
by kaneCVR
Sat Jan 11, 2014 5:30 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Example from TS-Branch MechRailgun: ROF: 60 Range: 8c0 Burst: 2 BurstDelay: 10 Charges: yes Report: RAILUSE5.AUD Projectile: LaserZap Color: 200,0,255,255 BeamWidth: 2 Warhead: Spread: 42 InfDeath: 5 Damage: 200 Btw: Have you thought of using voxels for every vehicle? Since there are a thousend vox...
by kaneCVR
Thu Jan 09, 2014 12:47 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Heyho, liked godzila, added tiberium and enough spawnpoints to have people decide balance on their own. Edit: Also thanks for the credits :3 10x and keep'em comin' :D On a diffrent note - does anybody know if there is a color agument/trait for the Laser weapon? Would like to use it's graphics for t...
by kaneCVR
Tue Jan 07, 2014 11:05 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

New release! 075 Alpha 075 changelog: Ballance - MIG is now faster (28 from 20) - increased MammothThusk ROF from 70 to 80 - Increased RTUT Damage from 165 to 185 - Increased ATWR AG missile damage from 60x3 to 65x3 - Increased SSM Launcher ROF - Decreased Obelisk of Light ROF from 120 to 110 - Decr...
by kaneCVR
Sat Jan 04, 2014 2:43 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

What is the purpose of the bio-lab? Also, why exactly have tiberium *and* ore? Heyho, Anyway - added a new gameplay video - NOD vs Allies , alpha 073 here: http://www.youtube.com/watch?v=BCNUpYNbIqA It's something i've been playing with - I added the Tiberium Research Lab (witch uses the BIO lab SH...
by kaneCVR
Fri Jan 03, 2014 1:36 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Heyho, thanks! If you need some maps ported or ports reworked or anything. Just tell me. I just got to say: I'm busy...busy...busy... so fucking much stuff. Starbound, RWR,... my own Podcast... still a nurse-student....too much stuff to do! Keep on Rocking! Nursing school - what a coincidence! I'm ...
by kaneCVR
Thu Jan 02, 2014 9:33 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

@Petrenko - thanks a lot for the help man, I will include all your maps in the next release! This helps ALOT. This looks really neat! By any chance, did you base this on the mixed universe that I made a while back? (http://www.sleipnirstuff.com/forum/viewtopic.php?t=16274) I didn't actually... I wa...
by kaneCVR
Sat Dec 21, 2013 11:19 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

I think there may be something wrong with the datafile download link, I don't seem to be able to download 0.73 That's wierd, forks fine for me... I'll create a mirror link. you may need to untick "Use our download manager and get recommended downloads" - otherwise the site will try to push crappy s...
by kaneCVR
Sat Dec 21, 2013 3:14 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Awsome! I adapted the mod to the new playtest! Alpha 073 release is ready , get it here: http://www.datafilehost.com/d/4f5c8c3b To play, you will need playtest 20131220 - http://openra.res0l.net/download/ Changelog for 073: Engine: + mod now runs in it's own folder! Just extract the archive in /Open...
by kaneCVR
Fri Dec 20, 2013 2:22 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Here is Alpha 7.2! Changelog: - added new defensive structure for allies: Railgun Turret (original graphics) - cameo is temporaty. - addend new unit for the allies: Railgun Tank - added new building for allies: Ion Cannon Uplink (used a building from the openRA depository, and modified it a bit). *t...
by kaneCVR
Tue Dec 17, 2013 9:31 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Thank you for informing me of this issue... I've been going bonkers trying to get the mod running in another folder... guess i'll wait for the next playtest :D - keep up the good work! I posted my request about dumping resources at corresponding refinery type - Issue #4323 - https://github.com/OpenR...
by kaneCVR
Mon Dec 16, 2013 10:46 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

Thank you, I will add a ticket. New release: Alpha 7.1. Changelog: - Tweaked Tiberium Rafinery - Tweaked Tiberium Harvester - Changed MTNK (GDI Medium Tank) cameo AGAIN, hope you like: http://i.imgur.com/veRuGzV.jpg - Changed katyusha MLRS rockets from PATRIOT to DRAGON - Minor AI fixes (NOD and GDI...
by kaneCVR
Mon Dec 16, 2013 2:22 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

I see where you're going with this. I'll have a go at it. As for the rules files, I'll just add additional rules files (vehicles2.yaml, structures2.yaml etc) and declare them in the mod.yaml file. Released Alpha07! Alpha07 changelog: - minor bugfixes - added new cameos for Nod Airstrip, Nod Light Ta...
by kaneCVR
Mon Dec 16, 2013 12:20 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 115556

I figured as much, so I modified the mod.yaml and system.yaml provided with the latest playtest - no dice. Whatever I do, I can't get the mod running outside the /mods/ra folder. My mod will run fine in that folder, but when I try to move it, to say /mods/to, I get the "Exception of type `System.IO....