Search found 234 matches

by chrisf
Fri Dec 23, 2011 8:57 pm
Forum: Mapping and Modding
Topic: AI's for OpenRA
Replies: 2
Views: 4660

The compiler services, CodeDom etc don't work the same on Mono. You can't use it, unfortunately. You're on the right track with IBotInfo etc though. Note there is also a bunch of configuration in system.yaml for the existing bots -- each bot would probably want to provide its own config chunk for ea...
by chrisf
Thu Dec 22, 2011 12:57 am
Forum: Mapping and Modding
Topic: Tower game with Volkov and other things
Replies: 9
Views: 7742

There is no 'Range' parameter to GivesBuildableArea. In fact, it has nothing you can tweak at all, it's just a tag. Here is the definition:

Code: Select all

public class GivesBuildableAreaInfo &#58; TraitInfo<GivesBuildableArea> &#123;&#125;
public class GivesBuildableArea &#123;&#125;
by chrisf
Mon Dec 19, 2011 12:58 am
Forum: Mapping and Modding
Topic: Terrain Expansion [RA][D2K]
Replies: 149
Views: 141972

I agree.
by chrisf
Tue Dec 13, 2011 1:10 am
Forum: Mapping and Modding
Topic: openRA own Soundtrack!
Replies: 20
Views: 15385

Yes, we will include music tracks you make. Come talk to us on IRC for technical details on how to prepare the game's AUD format.
by chrisf
Tue Dec 13, 2011 1:07 am
Forum: Mapping and Modding
Topic: [Map Pack] The First Decade Map Pack
Replies: 17
Views: 14761

Some of these might need some manual fixing (Aftermath maps in particular); certain tiles aren't yet in ORA and will cause a crash if you try and play any maps with said tiles (somehow the editor ignores these tiles while importing and only crashes if you move the cursor over an area which they occ...
by chrisf
Tue Nov 29, 2011 8:00 pm
Forum: Mapping and Modding
Topic: Map hosting and building standards
Replies: 3
Views: 3539

There's some experimental patches to remove the lag from the map browser; but yes, we need to get categories right, and possibly provide more powerful filtering.
by chrisf
Tue Nov 29, 2011 7:57 pm
Forum: Mapping and Modding
Topic: Breaking Point -OpenRA Map.
Replies: 5
Views: 4694

If it plays well, it will get included ;)
by chrisf
Sat Nov 26, 2011 5:32 am
Forum: Mapping and Modding
Topic: openRA own Soundtrack!
Replies: 20
Views: 15385

That would be awesome.
by chrisf
Wed Nov 16, 2011 8:27 pm
Forum: Mapping and Modding
Topic: SpriteFont and non-'freetype based' fonts
Replies: 2
Views: 3156

You can use most popular bitmap font formats with FreeType as well.
by chrisf
Sun Nov 06, 2011 2:26 am
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 66048

@raminator you could use husks for infantry, yes.
by chrisf
Tue Nov 01, 2011 4:23 am
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 66048

Petrenko: should we pull in your Z support into the official distribution, keep it in git, etc?
by chrisf
Tue Nov 01, 2011 4:22 am
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 66048

Yeah, you'll get the wrong results using smudges. You really want an Actor (or at least an Effect)
by chrisf
Thu Oct 27, 2011 7:52 pm
Forum: Mapping and Modding
Topic: Map Editor Addon
Replies: 9
Views: 6135

There is no way that we're going to emulate the quirks of RA1 teamtypes, celltriggers, etc -- but we will add sensible ways to do the same kind of things.
by chrisf
Tue Oct 25, 2011 6:37 pm
Forum: General Discussion
Topic: WHERE ARE THE NOD'S MLRS,SSM,APC AND COMMANDO?
Replies: 13
Views: 20676

Captured tech ought to work in C&C. It doesn't work in RA.
by chrisf
Tue Oct 25, 2011 6:36 pm
Forum: General Discussion
Topic: freetype6 error
Replies: 2
Views: 2958

Let's at least check for these being present earlier in the startup.