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Posted: Sat Jul 28, 2012 8:06 pm
by Matt
Harisson wrote: Sorry for double post, but what do you think about new Cameos style and smoother animations ?
The ON HOLD/READY text has already been converted from SHP graphics to OpenRA's own text rendering by me in the last playtests so we could draw the text the same way or just leave the icons alone (as there are tooltips) which could help with localisation.

I recently modified OpenRA's RenderBuildingSilo to become more flexible for Dune 2000 so the ore silo with more frames is now possible.

Posted: Sat Jul 28, 2012 8:24 pm
by Harisson
Wooow, realy that's a perfect news...
now we can make some localisations for OpenRA.
It will be able in next playtest ?

Posted: Sat Jul 28, 2012 9:11 pm
by Matt
It's hard to tell the difference because the OpenRA text rendering matches the SHPs so perfectly. I think Chris already merged it and it's in the latest playtest. But there is no localization system (like gettext) in OpenRA yet and I read that using the OpenRA content ripper with localized Red Alert CDs (mainly for voices) will crash (maybe because everything in the setup extractor is hardcoded for just one specific file).

Posted: Sun Oct 21, 2012 6:58 pm
by Matt
Harisson wrote: I have problem with highlights, because desert tiles blink as water... (Highlights are hardcoded)
I finally fixed it. It's the light palette rotator (blinking dots on the radar). The exceptions are hacked into the code and I uploaded them for review at https://github.com/OpenRA/OpenRA/pull/2445

Posted: Tue Jan 01, 2013 2:29 pm
by Harisson
do you recognize it ?

Posted: Tue Jan 01, 2013 2:44 pm
by Matt
Looks like a nice comic version of RA.

http://www.moddb.com/mods/cnc-reimage/i ... t#imagebox looks fairly awesome if it ever will be released ;)

Posted: Tue Jan 01, 2013 3:05 pm
by Harisson
Check this:

Code: Select all

http://www.youtube.com/watch?v=b8Y0ix6sId8
It's Red Alert(2/3) for cellphones...

Posted: Sat Feb 09, 2013 10:18 pm
by Iran
I've added support for new theaters to my RA95 patch. The new theaters I want to support are winter and desert from C&C95. I was wondering if you're interested in working on this. I already have a partially converted winter and desert theater made by Allen262. You can find me on the OpenRA IRC channel (just send me a PM).

Image
Image

Posted: Sun Feb 10, 2013 1:06 pm
by Matt
You can find the Tiberian Dawn Winter tileset for Red Alert at https://github.com/Mailaender/OpenRA/tree/ultraq Ignore the Tiberium. It was part of the single-player mod, too and can easily be removed again.

Posted: Mon Feb 11, 2013 7:50 pm
by Iran
Seems like everything has been converted but for tiles that C&C95 doesn't have but RA95 does he just used the temperate files. I was asking Harrison because he seems to be able to make his own tiles for those that are missing while staying true to the winter theater.

Posted: Tue May 21, 2013 12:50 pm
by Harisson
Something's Coming
(rock cliff on rocks)

Posted: Wed May 22, 2013 11:41 am
by epice
How about bridges that will allow boats to pass underneath, or even land bridges that will allow units to pass underneath?

Drawbridge?

Posted: Sat May 25, 2013 4:19 pm
by Harisson
@Epicelite: I think it's impossible to do something like high bridge ATM.

anyway I did small progress last day

Posted: Mon May 27, 2013 5:50 am
by WolveNZ
Oh whoa, sweet, Pavement! Played Dune2k the other day and realised how much the OpenRA mod was still missing!

Bloody nice work dude!

Posted: Mon May 27, 2013 7:32 am
by Harisson
I'm not adding pavement. OpenD2K contains pavement, but you can only acces via Editor.
I'm working on these cliffs, because D2K doesn't have cliffs on rocks. In D2K every map looks like map with islands of rocks.

EDIT: First post updated