Search found 1135 matches
- Fri Nov 13, 2020 9:26 pm
- Forum: Mapping and Modding
- Topic: OpenHV
- Replies: 50
- Views: 119689
Re: OpenHV
There is now a https://www.moddb.com/mods/openhv page and a new release https://github.com/OpenHV/OpenHV/releases/tag/20201106 that adds some more polishing.
- Sat Sep 26, 2020 4:24 pm
- Forum: Mapping and Modding
- Topic: Which parts can/should a SDK mod affect?
- Replies: 2
- Views: 13540
Re: Which parts can/should a SDK mod affect?
I only edited the map editor logic out of necessity, because the resource placement and saving to map works differently for OpenHV and I have a custom new map dialog which doesn't show tilesets but rather background tiles as there is only one combined tileset. Those are definitely not prime examples...
- Sat Sep 26, 2020 10:56 am
- Forum: General Discussion
- Topic: Translation support currently disabled...please activate it
- Replies: 7
- Views: 27776
Re: Translation support currently disabled...please activate it
That YouTube video shows someone using German .mix files which are binary compatible, but it doesn't translate anything. The tooltips are still in English.
- Sat Sep 26, 2020 10:48 am
- Forum: Mapping and Modding
- Topic: OpenHV
- Replies: 50
- Views: 119689
Re: OpenHV
The changelog is written in https://github.com/OpenHV/OpenHV/releases
- Wed Sep 23, 2020 8:28 pm
- Forum: General Discussion
- Topic: New RTS Game
- Replies: 7
- Views: 21951
Re: New RTS Game
I just made a new standalone mod to find out:
red is OpenRA and purple is OpenHV itch.io stats.
red is OpenRA and purple is OpenHV itch.io stats.
- Wed Sep 23, 2020 6:15 pm
- Forum: Mapping and Modding
- Topic: OpenHV
- Replies: 50
- Views: 119689
Re: OpenHV
We crafted an update based on your feedback. If you got it from https://openhv.itch.io/openhv via the https://itch.io/app it should update automatically. Installers are also available on https://github.com/OpenHV/OpenHV/releases/tag/20200920 this time also with experimental macOS .dmg images.
- Sat Sep 19, 2020 2:18 pm
- Forum: General Discussion
- Topic: Suggestion : Developer Funding for OPENRA TBS Engine
- Replies: 12
- Views: 7577
Re: Suggestion : Developer Funding for OPENRA TBS Engine
We used https://www.bountysource.com/teams/openra/issues?tracker_ids=36085 in the past to manage bug bounties, but it didn't work out. People put few dollars on hard or unsolvable problems which only caused frustration on both sides. The concept needs proper project management and does not really wo...
- Sat Sep 19, 2020 2:11 pm
- Forum: Mapping and Modding
- Topic: OPENRA - Learning Mini-Yaml questions
- Replies: 10
- Views: 6622
Re: OPENRA - Learning Mini-Yaml questions
https://github.com/jimmiebergmann/mini-yaml has nothing to do with OpenRA. YAML actually forbids tabs nowadays. MiniYAML is something very OpenRA specific. It also has very few to do with object-oriented programming. It is more something like .ini, .xml, .json or .toml which stores data. However, it...
- Sun Sep 06, 2020 1:56 pm
- Forum: Mapping and Modding
- Topic: OpenHV
- Replies: 50
- Views: 119689
Re: OpenHV
The game saw its first release on https://openhv.itch.io/openhv with support for https://itch.io/app and automatic updates and via https://github.com/OpenHV/OpenHV/releases with regular installers https://img.itch.zone/aW1nLzQxOTAxMDMucG5n/original/gtYy3b.png It got 4 maps by now. Still pretty low. ...
- Wed Aug 19, 2020 4:43 pm
- Forum: General Discussion
- Topic: (Naval) AI - Pathfinding question
- Replies: 5
- Views: 3811
Re: (Naval) AI - Pathfinding question
It is hard to tell without watching the replay. Not a mapper problem. The behavior is definitely a bug, but not a simple one to fix. My idea is that those sub-marines are multiple squads. The first 2 are blocking the exit. If squad 3 tries to escape it is stuck. They might not have a target. Sub-mar...
- Wed Aug 19, 2020 4:33 pm
- Forum: General Discussion
- Topic: [Solved] - Github / OpenRA / Traits page not displaying
- Replies: 1
- Views: 1847
Re: Github / OpenRA / Traits page not displaying
See https://docs.openra.net/en/latest/release/traits/ The reason is that the page got too large and it causes a timeout.
- Wed Aug 19, 2020 4:32 pm
- Forum: General Discussion
- Topic: OpenRA - How to adapt an existing AI-bot / Create a new AI-bot from scratch?
- Replies: 15
- Views: 38597
Re: OpenRA - How to adapt an existing AI-bot / Create a new AI-bot from scratch?
See https://docs.openra.net/en/latest/playtest/traits/#basebuilderbotmodule and the following. Those traits are enabled with the bot type as condition. The result is the current "modular bot" architecture. You can replace any of the modules in mod code which makes it kinda flexible. The architecture...
- Mon Aug 10, 2020 4:07 pm
- Forum: Mapping and Modding
- Topic: OpenHV
- Replies: 50
- Views: 119689
Re: OpenHV
We are now in a somewhat playable state:
- Fri Jul 31, 2020 5:53 pm
- Forum: Mapping and Modding
- Topic: OpenDC
- Replies: 6
- Views: 5952
Re: OpenRA Dark Colony
Those sprite are surprisingly high res for a game of that age.
- Thu Jul 16, 2020 10:35 am
- Forum: General Discussion
- Topic: OpenRa lying about missions being easy!
- Replies: 5
- Views: 9221
Re: OpenRa lying about missions being easy!
Can you upload the lua.log of the crashed missions? See https://github.com/OpenRA/OpenRA/wiki/F ... st-crashed