Search found 1135 matches
- Mon May 28, 2012 6:36 pm
- Forum: General Discussion
- Topic: Are there any plans for a Dune 2000 Mod?
- Replies: 46
- Views: 46539
Perhaps concrete can be placed in a large area around the build point, kind of like Tiberian Sun. That would help things a lot. Yes, some concrete around your spawn point would definitely be a good idea. By the way: You can already try the mod. Just get a Dune 2000 installation from "somewhere", do...
- Mon May 28, 2012 6:33 pm
- Forum: General Discussion
- Topic: OpenRA + Ubuntu 11.04 + GMA5700MHD = Glitch?
- Replies: 4
- Views: 6169
TryDukat863 wrote: ↑It simply crashes. Or i'm doing something wrong.
Code: Select all
mono OpenRA.Game.exe Graphics.Renderer=Cg
- Mon May 28, 2012 4:41 pm
- Forum: Mapping and Modding
- Topic: Need modding team
- Replies: 8
- Views: 7560
Impressive, you could make OpenRA truely free just like http://wiki.openttd.org/OpenGFX. I suggest you upload those at http://content.open-ra.org/
- Sun May 27, 2012 4:35 pm
- Forum: General Discussion
- Topic: Are there any plans for a Dune 2000 Mod?
- Replies: 46
- Views: 46539
For everyone who wants to help: here is my https://github.com/Mailaender/OpenRA/bl ... s/d2k/TODO file and it's only getting longer
- Sun May 27, 2012 6:18 am
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 51002
And I see a sandworm! It eats whole units, but is not some kind of a superweapon. You get a "worm sign detected" *lightning* and "worm attack" warning when it strikes. Vanishes after it ate 3 in the original Dune 2000. Something like a moving kill crate so to speak. You are save on rocks. Chris wan...
- Sun May 27, 2012 6:05 am
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 51002
For sandworms not to be in the game seems a bit odd, they're pretty critical to warfare on Arrakis in the books. If you're in the open sand and causing vibrations, they're coming for you! But that wouldn't work for an RTS game... we could, however, have a targeted sandworm attack be a crate event. ...
- Sat May 26, 2012 7:45 pm
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 51002
Welcome back to Arrakis, Commander!
Making Dune 2000 a true stand-alone mod fixed a lot. The 32x32 Arrakis tileset is working and I don't get this stupid error message about duplicate keys. All the buildings render properly because I am using the RenderWarFactory in a hacky way (except the turret). The Atreides are already complete an...
- Sat May 26, 2012 4:55 pm
- Forum: Mapping and Modding
- Topic: Tileset Builder 2
- Replies: 16
- Views: 19691
- Sat May 26, 2012 4:51 pm
- Forum: Mapping and Modding
- Topic: Tileset Builder 2
- Replies: 16
- Views: 19691
- Sat May 26, 2012 11:06 am
- Forum: Mapping and Modding
- Topic: Tileset Builder 2
- Replies: 16
- Views: 19691
- Sat May 26, 2012 9:56 am
- Forum: Mapping and Modding
- Topic: WIP: Units for OpenRA Starwars Mod
- Replies: 6
- Views: 6309
I found C&C Meets Star Wars by accident which already features many new graphics.
- Sat May 26, 2012 9:54 am
- Forum: Mapping and Modding
- Topic: Loading Screen for Mods
- Replies: 6
- Views: 5267
Currently the loadscreen.png including it's path is hardcoded into the mods .dll (which should be changed btw) so I created a custom library with https://github.com/Mailaender/OpenRA/bl ... dScreen.cs for my Dune 2000 mod.
- Sat May 26, 2012 9:48 am
- Forum: Mapping and Modding
- Topic: MakeSHP -- quick PNG to SHP converter
- Replies: 9
- Views: 7495
- Sat May 26, 2012 9:27 am
- Forum: Mapping and Modding
- Topic: shp -> png -> shp using OpenRA.Utility
- Replies: 1
- Views: 2593
Just use OpenRA.Utility.exe only:
Code: Select all
--extract MOD[,MOD]* FILES
--png SHPFILE PALETTE [--transparent]
--shp PNGFILE FRAMEWIDTH
--remap SRCMOD:PAL DESTMOD:PAL SRCSHP DESTSHP
- Sat May 26, 2012 7:36 am
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 51002