I've tried it on that release. The lag makes it completely unplayable, feels like 3 frames a second. I guess I'll try to reanimate the units
Search found 145 matches
- Wed Jan 08, 2020 11:58 am
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
Re: Naval Revamp - A Red Alert map mod
- Wed Jan 08, 2020 8:07 am
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
Re: Naval Revamp - A Red Alert map mod
Have to try this map :D This mod is still missing some art assets, f.e. a jet skis for these poor fellas You can find a JETSKY: and some other naval stuff in this collection. https://resource.openra.net/maps/17486/ Inserts naval units are also much awesomeness, the deployable sub and so ;) That mod...
- Wed Jan 08, 2020 8:02 am
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
Re: Naval Revamp - A Red Alert map mod
A few quick-and-dirty renders of a potential 3D JetSki model - in both Allied and Soviet colour-schemes from the above blueprint. These 3D models now look a little "blocky", "sharp-edged" as in low-polygon modeling Those look pretty standard, exactly what a pirate would use :P perfection. One thing...
- Wed Jan 08, 2020 7:56 am
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
- Tue Jan 07, 2020 10:33 pm
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
- Tue Jan 07, 2020 10:16 pm
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
Re: Naval Revamp - A Red Alert map mod
At a point I did a plate bib for a guy on the ORA Discord for buildings on water. Should be there somewhere. I found it. It's just that I want to remove bibs, not replace them with other art. I've been recommended to replace them with empty / transparent shp's but OpenRA does not seem to support th...
- Tue Jan 07, 2020 10:09 pm
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
Re: Naval Revamp - A Red Alert map mod
Sadly very few good naval maps exist, mostly because naval in Red Alert is garbage. Can you give (us) a few map-design guidelines (for others) about: - What map design elements do make up a good OpenRA naval map? - The DO and the DON'T when designing naval maps? I'm not certain myself, I haven't ma...
- Tue Jan 07, 2020 6:59 pm
- Forum: Mapping and Modding
- Topic: MAP: Isle of Man - thanks for creating it!
- Replies: 5
- Views: 4448
Re: MAP: Isle of Man - thanks for creating it!
1. What do you exactly need artistically? - since I am able to create 3D models by building in Blender https://www.blender.org - I can also GIMP a little https://www.gimp.org/ - and I understand a bit of coding too ;-) If you're interesting you can check out https://forum.openra.net/viewtopic.php?f...
- Tue Jan 07, 2020 6:44 pm
- Forum: General Discussion
- Topic: Naval Revamp - A Red Alert map mod
- Replies: 27
- Views: 42817
Naval Revamp - A Red Alert map mod
I've created this mod to see what it takes to make naval FUN! I've added a bunch of new naval units, revamped vanilla units in their relation to water and have modified some maps to fit in with the new mechanics. I focused on intertwining naval and ground as I think this is the path that leads to in...
- Tue Jan 07, 2020 4:22 pm
- Forum: Mapping and Modding
- Topic: Map: Island Hopping Reloaded II - What causes its incompatibility?
- Replies: 5
- Views: 12872
Re: Map: Island Hopping Reloaded II - What causes its incompatibility?
running --check-yaml is very helpful when modding or trying to update a mod https://github.com/OpenRA/OpenRA/wiki/Utility
- Mon Dec 30, 2019 7:51 pm
- Forum: Mapping and Modding
- Topic: MAP: Isle of Man - thanks for creating it!
- Replies: 5
- Views: 4448
- Mon Dec 30, 2019 1:11 pm
- Forum: Mapping and Modding
- Topic: MAP: Isle of Man - thanks for creating it!
- Replies: 5
- Views: 4448
Re: MAP: Isle of Man - thanks for creating it!
Thx, I created the mod, Mv created the map, all assets were created by other people and used without asking for their permission. All credited accordingly. I edited some of the art, but mostly just written unit behaviour and completely rebalanced them. I can work on the mod some more if people wish ...
- Sat Dec 14, 2019 10:12 pm
- Forum: General Discussion
- Topic: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed
- Replies: 6
- Views: 6596
Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed
Just FYI those settings are completely different than those shown in LVL1 document
- Thu Dec 12, 2019 7:38 am
- Forum: General Discussion
- Topic: [Solved] - OpenRA 2019117 - Phase Transport group hug ???
- Replies: 6
- Views: 4718
Re: OpenRA 2019117 - Phase Transport group hug ???
Infantry detect stealth at 1 cell range, anti-ground defences detect in 6 cell range
- Tue Nov 19, 2019 11:58 am
- Forum: General Discussion
- Topic: Just wanted to say you did it
- Replies: 27
- Views: 25327
Re: Just wanted to say you did it
I don't think there was any chance at any time that anybody outside the the 1v1 circle could have had any influence on the balance decisions. Anyone can influence and suggest, all it takes is constructive feedback. Problem with most team game players is that they know little about the game and what...