Search found 277 matches

by Graion Dilach
Thu Jul 28, 2016 3:21 pm
Forum: Mapping and Modding
Topic: WWI Mod [0.21A]
Replies: 63
Views: 56816

Yeah, tbh until the vid I was completely unaware you have such. Looks promising, regardless.
by Graion Dilach
Wed Jul 27, 2016 2:48 pm
Forum: Mapping and Modding
Topic: WWI Mod [0.21A]
Replies: 63
Views: 56816

Good work. I like the miner system - although I have no idea how you pulled that one off.
by Graion Dilach
Sun Jul 24, 2016 8:47 pm
Forum: Mapping and Modding
Topic: Adding Custom building to map
Replies: 5
Views: 5199

Sequences-World is wrong and should be removed.

You need to add a PlayerColorPalette to Ruleset-World as well, then use RenderSprites-PlayerPalette instead of Palette.

Also see http://www.sleipnirstuff.com/forum/view ... 304#297304 - the last post here before yours. >_>
by Graion Dilach
Sun Jul 24, 2016 3:16 pm
Forum: Mapping and Modding
Topic: Using multiple palettes questions
Replies: 2
Views: 3467

1. Buildable: IconPalette. It defaults to cameo though, not player (AlllowModifiers: false on that makes the cameos not flash with nuke, not affected by map lighting etc.). 2. You cannot override palettes on a per-effect basis, but most of the related options already have their palette exposed - in ...
by Graion Dilach
Fri Jul 22, 2016 9:55 am
Forum: Mapping and Modding
Topic: Noob trying to remake shp files [Open Source SHP Builder]
Replies: 8
Views: 6422

Does the OpenRA utility maintains index slots when converting? I'm sticking to XCC because I know that one does (and has a GUI).
by Graion Dilach
Wed Jul 20, 2016 10:06 pm
Forum: Mapping and Modding
Topic: New SHP files to replace originals in modded map.
Replies: 2
Views: 3168

Sequences: 2tnkger: idle: Facings: 32 UseClassicFacingFudge: True turret: Start: 32 Facings: 32 UseClassicFacingFudge: True muzzle: gunfire2 Length: 5 icon: 2tnkgericon 2tnkger.destroyed: idle: 2tnkger Facings: 32 UseClassicFacingFudge: True ZOffset: -512 turret: 2tnkger Start: 32 Facings: 32 UseCl...
by Graion Dilach
Wed Jul 20, 2016 7:47 pm
Forum: Mapping and Modding
Topic: Noob trying to remake shp files [Open Source SHP Builder]
Replies: 8
Views: 6422

Get OS PAL Editor from the same place you get that from - or from http://www.ppmsite.com/downloads/OS_Pal ... r_1.21.exe :P - then open SHP Builder/Palettes/RA/temperat.pal and recolor color #0 to say, 255,0,255 pink or cyan. Save, restart SHP Builder.
by Graion Dilach
Sun Jul 17, 2016 7:25 pm
Forum: Competitions and Events
Topic: Map Design Contest - The Results
Replies: 20
Views: 15796

Congratz to the winners!

A suggestion for the next time: Please let more maps be voted (say, 1 vote per every 20 entries or dunno) because it felt really wrong to see 40 entries and only had one choice here.
by Graion Dilach
Fri Jul 15, 2016 9:27 pm
Forum: General Discussion
Topic: Recharging ammo of aircraft
Replies: 12
Views: 12170

Doubt so, you still have the bottleneck of airports.
by Graion Dilach
Tue Jul 12, 2016 12:49 pm
Forum: General Discussion
Topic: Removing/changing artilleries will create whole new gameplay
Replies: 19
Views: 11809

It's planned for a good while now - just noone got it there - to reveal actors to their targets when firing. See the discussion in https://github.com/OpenRA/OpenRA/issues/5061.
by Graion Dilach
Tue Jul 12, 2016 12:36 pm
Forum: General Discussion
Topic: Requires a NET Framework 4.0 for the installation.
Replies: 3
Views: 2598

Oh, prepare for extreme disappointment then, because it will require 4.5 from next release onwards. Dependencies (like the library OpenRA uses for showing the countries the players are from or the new NAT library to replace the terrible one we have now) are based on new .NET features 3.5 in incapabl...
by Graion Dilach
Sun Jul 10, 2016 6:54 am
Forum: General Discussion
Topic: I have something you don't
Replies: 2
Views: 2753

I guess that map has custom rules, which has been changed since. Sometimes rule upgrades are impossible to do. If it was a scripted map then the map scripting interface might even changed twice since (from C# map script, to an old Lua which got replaced with what we have now). I also don't get OP lo...
by Graion Dilach
Fri Jul 01, 2016 7:30 am
Forum: General Discussion
Topic: [RA Balance] MAD Tank
Replies: 20
Views: 17113

MadTank shouldn't destroy trees. It did such some releases ago but that should have been fixed since.
by Graion Dilach
Thu Jun 30, 2016 8:28 pm
Forum: Mapping and Modding
Topic: [Tiberian Sun] marn edition
Replies: 24
Views: 27890

AFAIK what he does is to create the map layout in FinalSun and then place all actors in OpenRA.
by Graion Dilach
Tue Jun 28, 2016 2:05 pm
Forum: General Discussion
Topic: Help Newbies
Replies: 33
Views: 28121

Explored map is meh. If games are actually decided on a misplaced-by-a-cell refineries, then the gameplay is too punishing on user errors, and increasing the chances of turning tables should be the solution, not explored map.