Search found 84 matches
- Wed Jan 23, 2013 6:11 am
- Forum: Mapping and Modding
- Topic: [MOD] Command and Conquer: Revisioned
- Replies: 8
- Views: 8907
Personally I am not a fan of realism. I really like the idea of factions, though. I made a mod a while ago called CNCplus. I stopped working on it because I went back to school. It has some neat units. http://cncplus.tumblr.com Part of the reason for playing the mod was to be a testbed to see what c...
- Sun Jan 20, 2013 12:13 pm
- Forum: General Discussion
- Topic: Remove bib infront of buildings that don't need it.
- Replies: 10
- Views: 6924
I dont think any bibs should be removed. I removed them once but it wasn't that great. The aesthetics are nice as they were meant to be, and I dont think anything is gained by removing them (usually). CNC has already removed a few bibs: the silos, the repair bay, and I think the helipad too. The rep...
- Sun Jan 20, 2013 11:59 am
- Forum: General Discussion
- Topic: Shroud in CNC - should be off by default
- Replies: 11
- Views: 8809
Anyway, fog of war in openra isn't really functional enough to be used on it's own. It itself can't truly be disabled (only hacked - projectiles and effects still vanish), buildings are poorly supported (hidden until seen or not, no spysat distinction) and bibs aren't supported at all. (always visi...
- Sun Jan 20, 2013 11:52 am
- Forum: General Discussion
- Topic: Introduce Repair Queuing Behaviour/AI
- Replies: 4
- Views: 3279
IIRC, when I played CNC mod, it seemed the units could only enter from the top-left, to enter the repair bay. This could cause a traffic jam. It would be nice if helis could easily land on the repair bay, repair, and take off again to make room for the next vehicle. This would be a necessary feature...
- Sun Jan 20, 2013 11:46 am
- Forum: Mapping and Modding
- Topic: [MOD] [D2K] Rounded Edges [001]
- Replies: 25
- Views: 19386
Does it seem like D2K doesn't have enough of a role for infantry? When I played, they seemed useless. Maybe it was because I played on a big map, but it seemed they took forever to get across the map, only to die quickly. Personally I prefer not having useless units, and C&C/RA suffered from that a ...
- Sun Jan 20, 2013 11:39 am
- Forum: Mapping and Modding
- Topic: Classic C&C Map Packs Converted for OpenRA
- Replies: 7
- Views: 7527
- Wed Dec 12, 2012 10:37 am
- Forum: Mapping and Modding
- Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
- Replies: 98
- Views: 333216
I am willing to help with a Classic fork, to work on the CNC mod (and maybe RA if I have time). I identified some important issues that have to be fixed with the engine first, before I think the C&C community will be willing to migrate: -Orca doesn't return to helipad automatically -Problems with Or...
- Mon Oct 08, 2012 6:19 pm
- Forum: Mapping and Modding
- Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
- Replies: 98
- Views: 333216
Sweet! This will let me resume work on my C&C classic mod (decided to suspend work until Fog of War and other issues were resolved). Even though I believe in making it as 'classic' as possible, I still like the idea of the option of Fog+No Shroud, in addition to No Fog+Shroud. Why are you changing t...
- Thu May 17, 2012 5:44 pm
- Forum: Mapping and Modding
- Topic: Terrain Expansion [RA][D2K]
- Replies: 149
- Views: 143621
@Psydev: It's not simple as you can think. C&C use small bridges for 1 units. RA has different shores and rivers. etc... I understand. But why can't all games just share each others' tilesets (have both bridge types)? My vision is: before you start a new game, you chose a map and then theater which...
- Thu May 17, 2012 2:56 am
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 51106
- Thu May 17, 2012 2:17 am
- Forum: Mapping and Modding
- Topic: Terrain Expansion [RA][D2K]
- Replies: 149
- Views: 143621
Can someone explain to me why we can't have any game play on shared tilesets? I would really like it if you could just load up a game and pick any map. There could be a way of automatically converting one resource type to another, since C&C and RA have direct analogues (ore, gems, mine = tib, blue t...
- Wed May 16, 2012 4:03 am
- Forum: Mapping and Modding
- Topic: How to convert Red Alert 2 / Tiberian Sun units to OpenRA
- Replies: 2
- Views: 3404
Here is the Ghost Stalker unit from Tiberian Sun that I was converting for the tutorial. [cnc format]
screenshot: http://i.imgur.com/1VSJU.jpg
screenshot: http://i.imgur.com/1VSJU.jpg
- Wed May 16, 2012 4:00 am
- Forum: Mapping and Modding
- Topic: How to convert Red Alert 2 / Tiberian Sun units to OpenRA
- Replies: 2
- Views: 3404
How to convert Red Alert 2 / Tiberian Sun units to OpenRA
Would you like to convert some of the many of user-generated units for Red Alert 2 out there? I wrote a tutorial on how you can do it easily.
http://openra-modding.tumblr.com/
The blog can receive submissions by others who may want to post tutorials as well.
http://openra-modding.tumblr.com/
The blog can receive submissions by others who may want to post tutorials as well.
- Sat May 05, 2012 7:00 pm
- Forum: General Discussion
- Topic: Just some questions..
- Replies: 10
- Views: 7715
and I found https://github.com/katzsmile/OpenRA/blob/master/OpenRA.FileFormats/Graphics/ShpTSReader.cs and http://www.youtube.com/watch?v=IzPWJYWtV_c so basic Tiberian Sun graphic are working. Wow, cool. Ugly and pointless to me... but still neat. I think the vehicles look weird. I worry they are a...
- Sat May 05, 2012 7:49 am
- Forum: General Discussion
- Topic: Are there any plans for a Dune 2000 Mod?
- Replies: 46
- Views: 46621
I also found Dune 2000 Formats Specs if someone wants to contribute code. So I to understand from reading this that, unlike RA/CNC, images are not rotating around a center point, but rather aligned with a border, starting from the the top-left... Would it be possible to simply adapt the OpenRA game...