And as shown in previous topics..
Search found 72 matches
- Fri Jan 18, 2013 12:05 pm
- Forum: General Discussion
- Topic: Mobile Gap Generator?
- Replies: 3
- Views: 3686
- Fri Jan 18, 2013 11:53 am
- Forum: General Discussion
- Topic: Fake Structures
- Replies: 2
- Views: 2441
You are aware you don't have to make a new thread for every single idea you get, right? There's such a thing as the EDIT button. The Search function is also very useful! Also, OpenRA doesn't really have that many active developers, and the few we DO have are quite busy as it is. You're of course wel...
- Thu Jan 17, 2013 6:12 pm
- Forum: General Discussion
- Topic: Improve Spectator Interface
- Replies: 2
- Views: 2411
- Mon Jan 14, 2013 3:48 pm
- Forum: General Discussion
- Topic: Introduce Repair Queuing Behaviour/AI
- Replies: 4
- Views: 3266
- Thu Jan 03, 2013 3:37 pm
- Forum: General Discussion
- Topic: Shroud in CNC - should be off by default
- Replies: 11
- Views: 8739
Modern RTSes have gotten rid of shroud Not really, though they have blurred the difference between Shroud and FoW. (typically the terrain is visible through a darker overlay while all else is hidden) Anyway, fog of war in openra isn't really functional enough to be used on it's own. It itself can't...
- Tue Dec 18, 2012 6:56 pm
- Forum: General Discussion
- Topic: THOUGHTS: Demo trucks, mines, chronotank, range indicators.
- Replies: 1
- Views: 2144
1: While I do agree Chrono tanks have very little range, they do benefit from staying at their new location instead of returning over time. Not being able to chrono a group at a time is obviously an engine limitation at the moment. 2: Demo trucks are fairly powerful yes, and iirc it's speed is decre...
- Tue Dec 18, 2012 6:48 pm
- Forum: Mapping and Modding
- Topic: [MOD] [D2K] Rounded Edges [001]
- Replies: 25
- Views: 19323
1: Luckily, harvesting is based on the speed of the harvest animation in sequences - to speed it up, simply decrease the tick value from 150 to perhaps 120, 100. 2: Unfortunately, I'm no mapper. The simple edit I made took several hours and retries. 3: Yeah, I went through tons of testplays trying t...
- Tue Dec 11, 2012 5:09 am
- Forum: Mapping and Modding
- Topic: [MOD] [D2K] Rounded Edges [001]
- Replies: 25
- Views: 19323
- Thu Dec 06, 2012 7:31 pm
- Forum: General Discussion
- Topic: Stats screen
- Replies: 16
- Views: 9792
- Thu Dec 06, 2012 4:44 am
- Forum: General Discussion
- Topic: Stats screen
- Replies: 16
- Views: 9792
- Thu Dec 06, 2012 4:43 am
- Forum: General Discussion
- Topic: The great unification.
- Replies: 8
- Views: 5557
- Wed Dec 05, 2012 3:56 pm
- Forum: General Discussion
- Topic: The great unification.
- Replies: 8
- Views: 5557
- Tue Dec 04, 2012 8:28 pm
- Forum: Mapping and Modding
- Topic: [MOD] [D2K] Rounded Edges [001]
- Replies: 25
- Views: 19323
Picture 1: Yeah, that's a tradeoff for keeping enough space at the bottom for the buildup anim, and enough on the right for the shadow. Placed building sprites seem to be centered at their actual location, while placement sprites are aligned from the topleft. Don't know why that is. Picture 2: Yes, ...
- Tue Dec 04, 2012 3:01 pm
- Forum: Mapping and Modding
- Topic: [MOD] [D2K] Rounded Edges [001]
- Replies: 25
- Views: 19323
- Tue Dec 04, 2012 2:57 pm
- Forum: General Discussion
- Topic: Where are...?
- Replies: 14
- Views: 9654
Hah, I thought as much.Scott_NZ wrote: ↑As far as I know, the problem we have at the moment with MGG in MP is that the shroud it creates is not removed later and so you can paint shroud across the map.