Search found 1106 matches

by Matt
Sat May 05, 2012 2:49 pm
Forum: General Discussion
Topic: Just some questions..
Replies: 10
Views: 5796

by Matt
Sat May 05, 2012 1:43 pm
Forum: General Discussion
Topic: Just some questions..
Replies: 10
Views: 5796

Looks like Katzsmile is using an updated OpenRA engine to create a custom GDI/NOD mod http://www.moddb.com/mods/cc-renessans
by Matt
Sat May 05, 2012 11:14 am
Forum: General Discussion
Topic: Thief
Replies: 3
Views: 2478

Thief

It would be nice if the thief could be added again but not to only steel money, but also units and technology. Refinery/Silo : steel money, maybe few dollars over time to really bankrupt the enemy or steel the next ore truck that unloads here Barracks/Factory/Port/Construction Yard/Tech/Repair : ste...
by Matt
Thu May 03, 2012 8:22 pm
Forum: Mapping and Modding
Topic: AI battles 010512
Replies: 9
Views: 4912

There are in fact AI battles in Starcraft organised by universities using a self-made API for machine controlled matches. http://code.google.com/p/bwapi/wiki/Competitions
by Matt
Wed May 02, 2012 5:59 am
Forum: General Discussion
Topic: Creating a Multiplayer game PORT NUMBER?!
Replies: 12
Views: 5902

Maybe the network protocol is bandwidth hungry. I am not sure as I have a weak subnotebook and only 3k aDSL.
by Matt
Tue May 01, 2012 1:33 pm
Forum: General Discussion
Topic: OpenRA on fedora 15
Replies: 3
Views: 2896

Code: Select all

yum install mesa-dri-drivers-experimental
by Matt
Tue May 01, 2012 1:10 pm
Forum: General Discussion
Topic: Are there any plans for a Dune 2000 Mod?
Replies: 46
Views: 36905

I also found Dune 2000 Formats Specs if someone wants to contribute code.
by Matt
Tue May 01, 2012 1:05 pm
Forum: General Discussion
Topic: Game is slow...C# runtime issues?
Replies: 26
Views: 18669

As Microsoft XNA Game Studio 4.0 and their XNA Framework is based on .Net and C# I don't think it is too slow for games. I had some performance issues when playing with bots on an Island scenario and they could not reach me via the land way. The pathfinding algorithm made the game repeatedly pause f...
by Matt
Tue May 01, 2012 12:50 pm
Forum: General Discussion
Topic: Are there any plans for a Dune 2000 Mod?
Replies: 46
Views: 36905

I talked to Chris. He might do the game mechanics coding if someone converts the Raw D2k graphics into compatible SHPs. If you look in the games source code history there were plans to support Dune2000s .r8 file format: https://github.com/pchote/OpenRA/blob/7b10221572bbde9ece0010cafb97209367b67bef/O...
by Matt
Tue May 01, 2012 12:46 pm
Forum: General Discussion
Topic: Are there any plans for a Dune 2000 Mod?
Replies: 46
Views: 36905

There are some tests at https://github.com/OpenRA/OpenRA/tree/master/mods

d2k is badly broken
palettetest replaces the RA MCV with the one from Dune 2000
by Matt
Tue May 01, 2012 12:36 pm
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 39817

Dune2k SHPs

Already created the windtrap (or at least tried to). It worked in the dev mod "palettetest" (from git) if you rename it as powr.shp and add it like the MCV you can replace the power plant in RA. However transparency at the borders did not work well. I did not use the RA.Utility.exe because I did not...