Search found 1135 matches
- Thu Jun 07, 2012 5:28 pm
- Forum: Mapping and Modding
- Topic: Tileset Builder 2
- Replies: 16
- Views: 19484
I fixed the crash https://github.com/Mailaender/OpenRA/commit/8f1d06ff31487f92b43e1c06192885ef59a91ddf and cleaned up the whole code and added it to the MakeFile. Bitmap src was not properly initialized and SetPixel on Bitmap rbitmap screwed the palette (it does not work with 8bpp) so I replaced it ...
- Wed Jun 06, 2012 5:59 pm
- Forum: Mapping and Modding
- Topic: Hotkey-Layout
- Replies: 28
- Views: 22009
- Wed Jun 06, 2012 2:28 pm
- Forum: Mapping and Modding
- Topic: Tileset Builder 2
- Replies: 16
- Views: 19484
researching the problems
I started trying to fix it: var data = src.LockBits(new Rectangle(0, 0, src.Width, src.Height), ImageLockMode.ReadOnly, PixelFormat.Format8bppIndexed); seems to fail because the surface1.Image is not Format8bppIndexed as System.Drawing won't work with indexed images. I have not found...
- Tue Jun 05, 2012 5:45 am
- Forum: General Discussion
- Topic: Installing without Web
- Replies: 4
- Views: 4058
Have a look at the FAQ and your "My Documents\OpenRA\Logs\exception.log".
- Mon Jun 04, 2012 9:15 pm
- Forum: General Discussion
- Topic: OpenRA...Portable?
- Replies: 6
- Views: 7302
You could search the source code (it is Free Software, not Freeware) for Platform.SupportDir and replace it with something relative to the OpenRA.Game.exe to load the settings.yaml and gamefiles as well write the Log files in the same directory if you only have write permission on your USB stick. Bu...
- Mon Jun 04, 2012 11:29 am
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 50187
Have you seen the Dune 2000+ site? Seems to have info on formats and some tools implemented. Source for some (most) of these seems to be available here . I found the source at http://code.google.com/p/dune2000plusone/ which states it is BSD licensed which clearly conflicts the statement "not for co...
- Thu May 31, 2012 2:12 pm
- Forum: Mapping and Modding
- Topic: Tileset Builder 2
- Replies: 16
- Views: 19484
- Thu May 31, 2012 5:23 am
- Forum: General Discussion
- Topic: Making Hard AI, hard?
- Replies: 17
- Views: 19784
That is easy: just add e7 to units to build, but I doubt he will use C4 on buildings.Generalcamo wrote: ↑Hopefully I can improve that AI by adding the ability to build hero units.
- Wed May 30, 2012 9:38 pm
- Forum: General Discussion
- Topic: Making Hard AI, hard?
- Replies: 17
- Views: 19784
Challenge accepted!
I created an AI with optimized build order that currently beats all available bots. Put this into your mods/ra/rules/system.yaml: HackyAI@OptiAI: Name:Optimized AI BuildingFractions: proc: 25.1% powr: 35% tent: 0.1% barr: 0.1% weap: 0.1% fix: 0.1% dome: 0.1% atek: 0.1% stek: 0.1% UnitsToBuild: e1: 5...
- Tue May 29, 2012 6:51 pm
- Forum: General Discussion
- Topic: Names for bots
- Replies: 11
- Views: 8509
http://cnc.wikia.com/wiki/CABAL or http://cnc.wikia.com/wiki/LEGION would fit for CnC
- Tue May 29, 2012 12:37 pm
- Forum: General Discussion
- Topic: Changing some Rules in the CNC Maps
- Replies: 1
- Views: 2187
https://github.com/OpenRA/OpenRA/blob/m ... icles.yaml is the code that adds it. Try removing the owner:
see https://github.com/OpenRA/OpenRA/wiki/Mapping
Code: Select all
MCV:
Buildable:
-Owner:
- Tue May 29, 2012 12:28 pm
- Forum: General Discussion
- Topic: openRA crashing with GL error GL_INVALID_ENUM
- Replies: 3
- Views: 4202
Try starting the game with
Code: Select all
OpenRA.Game.exe Graphics.Renderer=Cg
- Tue May 29, 2012 12:26 pm
- Forum: General Discussion
- Topic: Missing tiles and actors in OpenRA map editor
- Replies: 4
- Views: 4518
Re: Missing tiles and actors in OpenRA map editor
I'm converted my old RA map, but Openra just crashes if map have this tiles: ice01 ice02 ice03 ice04 ice05 Also, this tiles not in OpenRA map editor terrain table You need to edit https://github.com/OpenRA/OpenRA/blob/master/mods/ra/tilesets/snow.yaml and send a pull request. These buildings also n...
- Tue May 29, 2012 12:10 pm
- Forum: General Discussion
- Topic: New to RA - impressed!
- Replies: 3
- Views: 4007
Oh also, I'm curious as to what algorithms you use to manage the way miners go to ore refineries. I think everyone remembers what a pain in the ass it was for the original RA, where miners go across the map if their local refinery is busy.... what rules do they use now? You have to keep in mind tha...
- Tue May 29, 2012 5:53 am
- Forum: General Discussion
- Topic: Compiling OpenRA on Ubuntu
- Replies: 19
- Views: 33469