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Showing results for tags 'OpenRA'.
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The latest stable release of OpenRA (release 20140722) has been made available for download. The feature list remains the same as the playtests released earlier this month, but this release benefits from additional testing and bug-fixes. The main new features are.... The RA and TD game music can now be downloaded and installed from the in-game music player. Capturing enemy structures in RA and TD will now let you build units from their faction. The maximum tech level can be configured in the lobby options. Other notable improvements include.... Fixed a number of crashes that were introduced in the last release. Fixed issues that occurred when installing from CD. Improved performance and memory usage. Improved scroll-panel behaviour. Added an option to lock the mouse cursor inside the game window. Multiple players can now repair a building at an accelerated rate. Added engine support for diamond-shaped (“isometric”) terrain (an important milestone for our TS mod). Visit the OpenRA site for the download.
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A new playtest version of OpenRA has been made available for download. Playtest-20140709 is release candidate for the important July release to come later this month. This short development cycle has been extremely productive, and includes some long-awaited features. The RA and TD game music can now be downloaded and installed from the in-game music player. Capturing enemy structures in RA and TD will now let you build units from their faction. The maximum tech level can be configured in the lobby options (TD only in this playtest). Added an option to lock the mouse cursor inside the game window. Other big changes include: Fixed a number of crashes that were introduced in the last release. Improved performance and memory usage. Added beacon images for the RA spy plane, paratroopers, and parabombs. Multiple players can now repair a building at an accelerated rate. Added engine support for diamond-shaped (“isometric”) terrain (an important milestone for our TS mod). More details about this release can be found here.
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Lots of progress has been made on the Tiberian Sun mod for OpenRA this recent week. The team has posted a couple of teaser screenshots. There is one in game screenshot (shown below) and one of the map editor. Check out the other screenshot right here. Visit the OpenRA site to learn more about this open source C&C engine project.
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The official June release of OpenRA has been made available for download. This another big release with a huge amount of changes. A video preview showcasing this new version has also been posted. A brief summary of the key changes are: Significant UI improvements for selecting mods, the game lobby, replays, and spectating. Dramatic load-time improvements. Beacons for signalling team-mates and observers, and viewing the status of support powers. Aircraft and helicopters can now attack-move, guard, and be guarded by ground units. Vehicle husks can now be destroyed or captured. The RA mod now includes the Phase transport and a new Soviet Hijacker infantry. The D2K mod now includes concrete, the Grenadier, and a collection of graphical improvements. The TD mod received a collection of balance improvements, and several new maps. Our Tiberian Sun mod saw significant development, but will not be ready for several more months. Visit the OpenRA site for the download.
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If you're a fan of OpenRA, and your smartphone of choice in an Android one, you might be interested in the new OpenRA Server Browser. Available now on Google Play. With this little app you can view the status of OpenRA Servers. Features: list of available servers how many players on each server server status (in lobby / in game) minimap Click here for more information.
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In preparation of the a June release, a new playtest version of OpenRA has been made available for download. The focus of this playtest has been improving the low-level engine code, but there have been a few nice player-facing improvements.... Fixed the shellmap issues that were present in the previous playtest. Added a “Battlefield News” indicator, so we can keep you up to date on with the latest community news. Further improvements to the lobby and replay interfaces. Significant reductions in load time. More balance improvements! More bug fixes! Visit the OpenRA site for the download.
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The OpenRA team has mentioned very briefly on their Facebook page of what is currently planned and "in the pipeline" for their open source reimplementation of Westwood's original Red Alert. So, a few things to look forward to there. Zombies is an interesting idea. The latest release of OpenRA was made available a few short days ago.
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More great promotion for the OpenRA project. The Cynical Brit has posted a video review of OpenRA, technically speaking it's more like his first impressions. In this video he takes a detailed look at the open source game, exploring all of what it has to offer. Watch the video below. You can try OpenRA for yourself by downloading it from the official site.
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A new promotional trailer for OpenRA, created by community member SoScared, has been posted. It highlights the features and gameplay and of the open source recreation of Red Alert, Command & Conquer and more! Watch it below. Visit the OpenRA site to find out more about this popular project.
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To celebrate the holiday season a brand new version of OpenRA has been released. There were two main areas that focused on in this version. Improving the stability and polish existing mods, and laying the foundations for several big new features that will appear in future releases. The main improvements are as follows.... Support for Lua scripting in maps for creating missions and custom mini-games. Red Alert mod now includes the M.A.D tank, production acceleration (multiple factories improve the production rate), and the heavily requested base-size limit from our TD mod. Tiberian Dawn mod (renamed from C&C) has overhauled support powers and weapon effects. Dune 2000 mod now uses the original artwork for shroud and spice. Menu UI improvements include password-protected servers and a new unified settings menu. A lot more bug, polish, and performance fixes. Visit the OpenRA site for the download.
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To finish off the month of November, a brand new playtest build of OpenRA has been made available for download today. The main feature of this new playtest is the addition of Lua scripting for maps, which allows anybody to create scripted missions or game modes without touching any C# engine code. The main improvements are as follows.... Added support for Lua scripting in maps. Added remakes of the first two Allied missions to RA (using our new scripting system). Additional UI polishing, including a new settings menu, overhauled chat, and improved hotkey support. Additional ingame polish, including new infantry animations, move-flashes, and improved to pixel-doubling. Added options for always displaying health bars, and alternative DOTA-style bar colors. Improvements to RA include production acceleration, the base radius from C&C, and the M.A.D Tank! C&C (now renamed to Tiberian Dawn) receives a new Airstrike, new sound and weapon effects, and a remake of the popular Haos Ridges map. Visit the OpenRA site for the download.
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A new playtest build of OpenRA has been made available for download today. If you are tracking by version number, its up to Playtest-20131110. Some of the key changes from the stable September release include: Added support for multiple languages (translations for DE, FR, ES, RU and PL are in progress). Added support for password-protected servers and a global lobby chat channel. Additional UI polishing, including a new settings menu, overhauled chat, and improved hotkey support. Improvements to RA include production acceleration, the base radius from C&C, and the M.A.D Tank! An overhauled Airstrike and improved weapon effects for C&C (now renamed to Tiberian Dawn). The popular RA map Haos Ridges is now available in Tiberian Dawn. Visit the OpenRA site for the download.
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A new playtest build of OpenRA has been made available for download. It enhances the September release with the foundations set in place for the next release. The main changes in this development build are: Added support for password protected servers. Added a global chat channel to the server lobby. This will be extended game-wide in a future playtest. Added support for multiple languages. Translations for DE and FR are in progress for a future playtest. Testing reworked balance for RA, including the base-radius limit from C&C. Fixed several bugs that were discovered in release-20130915. Visit the OpenRA site for the download.
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Stable version 20130915 of the OpenRA project has been released. This build marks a huge move forward with over 1,100 edits from the previous playtest build contributed by 17 editors. The full changelog is huge, but the team is still working hard on the next one - the game now has WIP support for Tiberian Sun and Red Alert 2, and even a full Tiberian Sun mod has been announced! Here are the most important changes: Refined Fog of War behaviour (buildings and ore/tiberium/spice are now frozen as they were last seen). Added game options for starting units, starting cash, team construction, shroud, fog of war. Reworked engineer behaviour - C&C again uses the “classic” behavior, and RA/D2K external (C&C Generals style) capturing. Overhauled firing, projectile, and explosion effects for all mods. Native support for the D2K game files, significantly improving the artwork and sound quality. Fixed Windows Installer problems. More bug, crash, and performance fixes. Click here to visit their brand new website, from which you can download the game.
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Our September release is another huge jump, with over 1,100 changes and improvements by 17 authors. The headline changes in this build are: Refined Fog of War behavior (buildings and ore/tiberium/spice are now frozen as they were last seen). Added game options for starting units, starting cash, team construction, shroud, fog of war. Reworked engineer behavior - C&C again uses the classic behavior, and RA/D2K external (C&C Generals style) capturing. Overhauled firing, projectile, and explosion effects for all mods. Native support for the D2K game files, significantly improving the artwork and sound quality. Fixed windows installer problems. A lot more bug, crash, and performance fixes. Please note that that OpenRA now requires GPU support for framebuffer objects. This should not be a problem for most computers manufactured in the last 5-7 years, but some older high-end GPUs may not work from this release onward. The full list of changes is far too large to include here, so we recommend clicking through to the human-optimized changelog or full list of commits. If youd like to get involved, the best point of contact is our IRC channel #openra (webchat). This release also adds beta support for Tiberian Sun and Red Alert 2 assets. Work has started on an official Tiberian Sun mod, but we dont expect this to be ready for several more months. In the meantime, modders can take advantage of the new voxel and shp(ts) support in their own projects. D2K now uses the original translucent explosion effects. The overhauled lobby interface offers several new game options. An early test showing voxel units in OpenRA (we have no plans on shipping this!). We have also taken this time to overhaul our website. Its hot off the virtual press, so please let us know if you spot any typos or rendering glitches.
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Play test version 20130804 of OpenRA has been released, featuring some new options and features. The team has also announced some significant moves forward in supporting Tiberian Sun. Here are some of the changes: Added starting units configuration to the lobby (MCV only, light support, heavy support). Overhauled Fog of War to freeze the state of resource, smudge, and structures. Overhauled weapon projectile physics and rendering. Unified tooltip behaviour between C&C and RA/D2K. Added lobby options for disabling shroud and fog of war. Unified the music player between C&C and RA/D2K and fixed a lot of bugs in it. Fixed Nod01 mission. (C&C) Fixed mouse cursor colors. (C&C) Added public countdown timers to A-bomb and GPS. (RA) Added build limit to iron curtain and chronosphere. (RA) Significant additional work towards TS/RA2 terrain support. You can find more information and download the latest build at their website or their Desura profile. The full changelog is up at their ModDB profile.
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Playtest version 20130629 of OpenRA has been released, again featuring a very large number of new features, updates and even maps. Here are some of them: Added descriptive error messages when connecting to a server fails. Added guard ability to combat units ('d'). Added force-move ability (hold alt to prioritize move/crush over attack/harvest). Added a button to fill empty lobby slots with bots. Fixed artwork glitches in several units and buildings. (RA) Fixed destroyable ore mines. (RA) Restored "classic" multi-engineer behavior. Buildings above 50% health will be damaged by 50%; buildings below this will be captured. (C&C) Fixed veterancy chevrons on cloaked units. (C&C) Added support for TS/RA2 MIX and SHP files. Added support for TS/RA2 voxel models. Added an ingame asset viewer / converter to D2K and RA (enable via the Debug tab in the settings menu). You can find more information and download the latest build at their website or their Desura profile.
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Stable version 20130514 of OpenRA has been released, featuring over 1,100 individual changes by 26 authors since the last stable release. Some of the new features are: Significantly improved AI UI improvements to the menus and lobby New UI for replays, spectators and defeated players New construction radius limits for C&C and D2K Repairable bridges Desert theater for RA Left-click mouse controls (beta) 5 new missions for RA 20 new multiplayer maps across all three mods Significant balance improvements across all three mods More bugfixes You can find more information and download the latest build at their website or their Desura profile.
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Today we're announcing our long-overdue "Mammoth May Madness" release. In the last 7 months, 26 authors have contributed more than 1,100 individual changes and improvements. Some of the highlights in this release include: Significantly improved AI. UI improvements to the menus and lobby. New UI for replays, spectators and defeated players. New construction radius limits for C&C and D2K. Repairable bridges. Desert theater for RA. Left-click mouse controls (beta). 5 new missions for RA. 20 new multiplayer maps across all three mods. Significant balance improvements across all three mods. More bugfixes than you can shake a tesla coil at. Screenshots A Composite screenshot showing the new lobby tooltips and player color selector in the Dune 2000 mod The Red Alert mod includes a new main menu and desert-themed shellmap. The C&C and D2K mods now require buildings to be constructed near a construction yard, reducing the effectiveness of multiple-building-queue base-walking strategies. Bridges can now be repaired by sending an engineer into the rubble. Head to the Official Website or Desura to download.
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Playtest version 20130328 of OpenRA has been released, featuring bug fixes, more Linux support, better documentation for modders and more advancements towards a new stable release. Here's an excerpt from the changelog. Fixed crash that can occur when a player left the game on dedicated servers. Added automatically generated developer information aimed at modders Added 2 turrets for units and refactored the code as a preparation for RA2/TS Added launch-scripts for Desura on Linux Added Shroud selector to spectator mode Added option to disable bots on server + disable bots on any dedicated server temporarily because there are long-standing known issues with it. Added the map editor to the program menu on Linux Added a toolbar, more icons, tooltips and a help menu to the editor Fixed inconsistencies in the hotkey-subsystem that crashed the C&C mod Added the diplomacy system back in (Fragile Alliances), but restrict it to FFA games only (no teams selected, not a co-op campaign mission) Added double click on server to join it in the game server browser. Added possibility to cancel ingame-chat with ESC Click here to visit their website.
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Details of what's being added and updated in the next release of OpenRA, the open source reimplementation of Westwood's original Red Alert, have been posted on the OpenRA Facebook page. Check out the list below. Fairer snipers Better nukes No more nuke crate Return of the Demo Truck and Chrono Tank from the RA expansions The next version is due for release any day now.
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A brand new version of OpenRA, the open source reimplementation of Westwood's original Red Alert, has been released. Looks like a big update this time, including early support for Dune 2000. The changes have been listed below. Both Mods: Added a server banlist setting (e.g. Server: Ban: IP1,IP2,IP3). Comments can be placed at the end of lines in YAML files (comments are prefixed with #). Improved error handling for multiple definitions of the same field in YAML files. (Gameplay) Missiles lose guidance and run out their remaining fuel if the target dies. RA: Camouflaged pillbox is back, with the same garrison features of the original pillbox. The camouflage effect requires power - the unit inside the structure will still attack even if power is low. [*]Added a setting to disable the CashTick sound played when producing structures and units. Setting can be set to Extreme (default), Normal, or Off. [*]Minor AI improvements. C&C: Exposed the option to toggle the shellmap. MRLS cost increased from 800 to 1200. APC's gun damage was increased, to be a bit more effective against helis. Several buildings had hitpoints modified. Construction Yard, Airfield, Weapons Factory and Advanced Powerplant all received a bonus to their armor, while defensive walls received a reduction of health. Several units had movement speed adjusted. Notably the Nod Buggy, Recon Bike and Humvee all received a boost, and Medium Tank was slightly slowed. Landed helicopters were made targetable by units. Production hotkeys changed from YUIOP to QWERT (a la RA2). Mammoth Tank has an 8-sec cooldown for heal (like RA). Bug Fixes: Spy entering radar dome will no longer reset GPS if up. Players cannot attempt to capture buildings if that same player (or friendly ally) is already capturing. Barrels are no longer capturable/sellable. Visit the OpenRA site for the download.
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Just a couple of days ago, a new version of OpenRA, the open source reimplementation of Westwood's original Red Alert, was released. This one is a rather large update. The changes have been listed below. List of changes since the previous release: Maps Added a new RA Map by Nukem: Tainted Peak Dropped three RA Maps: Daejeon, Mjolnir, and No Fly Zone. [*]Added a Sound Engine game setting: Sound.Engine=AL. "AL" uses OpenAL, "Null" gives you no sound. [*]Warnings are shown to lobbies when a DEV_VERSION client joins. [*]General gameplay changes: Buildings now take 10 seconds to capture. New units now attack-move to the designated rally point. [*]RA changes: Spy Can infiltrate Refinery: Steals 50% of a player's cash, minimum $500. Can infiltrate Radar Dome: Resets exploration for the enemy team. Is equipped with a Silenced PPK. Use force-fire to assassinate an enemy unit (careful, your disguise will be dropped). [*]Gap Generator made available to Allies. [*]Tanya made available only to Allies. [*]Pillboxes now include a rifle infantry when built. Pillboxes are garrisonable, so swapping the unit inside changes the weapon fired. [*]Camo Pillbox was removed (temporarily). [*]Artilleries have a 75% chance of exploding on death, down from 100%. [*]Flamethrower received new art for its flame effect, as well as an overall damage increase. [*]AI: Replaced Normal AI with two new AIs: Rommel and Zhukov. Zhukov is a turtle, but sends large attacks with Artillery and V2. Rommel is a modified Hard AI; sends Artillery and V2, but doesn't like light vehicles. [*]CNC changes: A10's speed increased, Napalm Drop damage increased. Chinooks now carry up to 10 passengers. Sight of all infantry was increased by 1 tile. Chem Warrior/Flamethrower/Grenadier damage vs certain armor types increased. Artillery's attack range was doubled. Guard Tower's attack range increased by 1. Increased sight of Construction Yards and MCVs. Construction Yard armor type changed to Heavy (previously Wood). Harvester armor type changed to Heavy (previously Light). Reduced the probability of SpawnVisceroid from 10% to 2%. Reduced the damage and size of Grenadier death explosions. Units no longer target buildings when attack-moving or when idle. They still target defensive structures (except SAM sites). AI is now reasonable and playable. [*]General mod support and bug fixes: New CloakPaletteEffect trait for adding a shimmer effect to cloaked units. Cargo trait now allows initial passengers when units are built. Capture time length is adjustable Custom starting units can be used for each faction. General engine tweaks. Main menu no longer vanished after a lobby disconnect. Fixed a crash with capturing/selling buildings at the same time. Fixed a crash in server in StartGame if there were unvalidated connections. Fixed a crash in the CNC replay viewer. Fixed a bug in CNC where radar would not be shown if dead/spectating. Fixed a bug where passengers could shoot from transports. Improved error messages given with bad MiniYaml indentations Visit the OpenRA site to download it.
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A new build of OpenRA, the open source reimplementation of Westwood's original Red Alert, has been released and is available for download now. Version "20120315" features 8 new maps, base-under-attack notifications, "Defend" stance for units, UI changes and balance and stability fixes. Visit the OpenRA site to download the latest version.
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A new playtest build of OpenRA, the open source reimplementation of Westwood's original Red Alert, has been released and it's available for download now. Version "1223" adds the "Your base is under attack!" notification, fixes a few crashes and improves engine internals. Visit the OpenRA site to download the latest version.