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The Chronoshift is now officially open source! NOTE: Chronoshift is the new title for the RedAlert++ project. It has taken almost 10 long years of blood, sweat and tears to get us to this point, but it does not mean we are done just yet! A cleaner version of the codebase which we have been working on for the past couple of years has been pushed to the GitHub repo and we will be continuing to clean up and rewrite our currently private hosted code, and then continue all development of the project publicly on GitHub. As it stands at the moment, Chronoshift requires the original Red Alert 3.03 installation as it hooks our code into the binary and allows us to test with 1:1 accuracy. But as we develop the codebase we will be also writing the code in preparation for when we can build a fully stand-alone binary. You might be asking, "Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC, OpenRedAlert and OpenRA?" FreeRA, FreeCNC and OpenRedAlert are far from complete and appear to be abandoned, while OpenRA is focusing on reimagining the classic Westwood RTS titles with modern era twists such as features found later Command and Conquer titles or other RTS games. Our focus is on a classic recreation with great attention to detail on the core mechanics, more akin to OpenDUNE, hence the Chronoshift project. At this time, Chronoshift has to be built with a specific compiler due to the way it hooks into the original binary, but we are in the process of also setting up an automated build system that will allow you to download the required files without going through the build process, allowing a greater number of people to help us with testing. The Chronoshift project is hosted on GitHub under our group, (which also hosts the Thyme project: https://github.com/TheAssemblyArmada/Thyme) The Assembly Armada, which you can visit here https://github.com/TheAssemblyArmada You can visit Chronoshift on GitHub: https://github.com/TheAssemblyArmada/Chronoshift In the meantime... Join the official Discord server for Chronoshift! Join the Discord Server now!
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Has anyone here played this game? Annex: Conquer the World is a free, open source RTS game that runs on the MegaGlest engine, and is apparently inspired by the Command & Conuqer series of games, as well as Earth 2140 (and sequels), StarCraft and Warzone 2100. There are four playable factions (with two more add-on factions available separately), several tilesets, campaign scenarios, skirmish and multipayer modes. The same developer is working on another title with a space sci-fi setting, called Terra Centauri: Last Stand. A beta is available here. I haven't checked either game yet but from the screenshots and videos it seems pretty similar to later C&C titles (except with an Anime design style).
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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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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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