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  Topic: A few OpenRA development topics
Matthias M.

Replies: 39
Views: 1601

Post Posted: Sat Jun 16, 2018 7:22 pm    Subject: A few OpenRA development topics
Forum:  PPM Zone » PPM News Network
and TBH with all those OpenRA changes it doesn't feel like RA1 anymore. Could we please have "classic mode" and "enhanced mode" like, for example, DTA did?

Yes, that is being wo ...
  Topic: Mod of the Year 2017 Results!
Matthias M.

Replies: 11
Views: 1257

Post Posted: Thu Dec 28, 2017 5:14 pm    Subject: Mod of the Year 2017 Results!
Forum:  PPM Zone » PPM News Network
Great achievement for this community. Congratulations!
  Topic: [RA1] Original Civilian Artworks
Matthias M.

Replies: 9
Views: 1365

Post Posted: Sat Dec 16, 2017 4:48 pm    Subject: Re: [RA1] Original Civilian Artworks
Forum:  Modding Central » Media Hut » SHPs
Civilians in original RA had hardcoded to use just 2 sprite and some palette tricks to get different colors for 10 different civilians.

That got me interested. Can you elaborate on the palette tric ...
  Topic: DTA version 1.16 has been released!
Matthias M.

Replies: 1
Views: 660

Post Posted: Sun Dec 10, 2017 6:43 am    Subject: Re: DTA version 1.16 has been released!
Forum:  PPM Zone » PPM News Network
And since it's that time of the year again, please remember to give us (and any other mod you like) https://dta.ppmsite.com/images/moty2017.png

Voted.
  Topic: Playtest 20170930
Matthias M.

Replies: 0
Views: 1751

Post Posted: Sun Oct 01, 2017 6:21 pm    Subject:   Playtest 20170930
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
Thanks to everybody who reported issues with Fixed in-game map installation on Linux and WindowsFixed a crash when using Attack MoveFixed incorrect global chat timestamps when returning to the lobby a ...
  Topic: OpenRA Playtest 20170930
Matthias M.

Replies: 1
Views: 819

Post Posted: Sun Oct 01, 2017 6:21 pm    Subject:   OpenRA Playtest 20170930
Forum:  PPM Zone » PPM News Network
Thanks to everybody who reported issues with the Fixed in-game map installation on Linux and WindowsFixed a crash when using Attack MoveFixed incorrect global chat timestamps when returning to the lob ...
  Topic: OpenRA dta mod
Matthias M.

Replies: 41
Views: 7565

Post Posted: Mon Sep 18, 2017 4:22 pm    Subject: OpenRA dta mod
Forum:  Featured Projects » Dawn of the Tiberium Age
We could also make the map import rules.ini aware if more mods are interesting to switch engines.
  Topic: [RA1] Generals USA Planes
Matthias M.

Replies: 6
Views: 1793

Post Posted: Mon Sep 11, 2017 5:08 pm    Subject: [RA1] Generals USA Planes
Forum:  Modding Central » Media Hut » SHPs
OpenRA is a bit more flexible in that regard. You can also use SHP aircraft in the isometric mode and you can combine voxels with SHP animations, which also seems to be a limitation of the originals.
  Topic: OpenRA dta mod
Matthias M.

Replies: 41
Views: 7565

Post Posted: Sun Sep 10, 2017 6:48 pm    Subject: OpenRA dta mod
Forum:  Featured Projects » Dawn of the Tiberium Age
Do the animations that are attached to most tiles with water also work?
https://github.com/OpenRA/OpenRA/pull/13932 is currently exploring ways to add them.
  Topic: OpenRA Dev Blog
Matthias M.

Replies: 63
Views: 15140

Post Posted: Sun Sep 10, 2017 6:45 pm    Subject:   OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
and now that I implemented it https://github.com/OpenRA/OpenRA/pull/13885 nobody wants it.  Crying or Very sad
  Topic: Playtest 20170902
Matthias M.

Replies: 11
Views: 1548

Post Posted: Sun Sep 10, 2017 6:42 pm    Subject: Playtest 20170902
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
Or check https://github.com/OpenRA/ra2 which is a real world working example how external mods are handled now.
  Topic: RA1/TD 1 Cell Wide Cliffs and Tunnels
Matthias M.

Replies: 5
Views: 1307

Post Posted: Sun Sep 10, 2017 6:38 pm    Subject: RA1/TD 1 Cell Wide Cliffs and Tunnels
Forum:  Modding Central » Media Hut » SHPs
I am not sure what happens in non-isometric mods, but you could try setting them up as https://github.com/OpenRA/OpenRA/wiki/Traits-(playtest)#tunnelentrance
  Topic: Completing Catching Up
Matthias M.

Replies: 62
Views: 7025

Post Posted: Thu Aug 31, 2017 4:13 pm    Subject: Re: Completing Catching Up
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Tunnel Systems
This is the tunnel systems known from Generals.
Wow. I still can't believe you are doing all this without access to the game source code.
  Topic: OpenRA Dev Blog
Matthias M.

Replies: 63
Views: 15140

Post Posted: Sat Jul 22, 2017 8:36 am    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
F was introduced in RA1 as the formation move. Does something similar exist in OpenRA?
No, not yet, but it was wished a lot before https://github.com/OpenRA/OpenRA/issues/3880
  Topic: Nomad Galaxy
Matthias M.

Replies: 36
Views: 5333

Post Posted: Fri May 26, 2017 9:24 pm    Subject: Nomad Galaxy
Forum:  Modding Central » Public Project Announcements
http://media.moddb.com/images/mods/1/33/32514/mercs.png

Reminds me on https://www.fleetops.net
  Topic: Project Update: January 31st 2017
Matthias M.

Replies: 6
Views: 1234

Post Posted: Sun Mar 05, 2017 7:40 pm    Subject: Re: Project Update: January 31st 2017
Forum:  Other Projects » Pre-Alpha Projects » RedAlert++ » News and Updates
- User <-> Object Interaction (No path-finding yet) -
Do you know what Westwood used to solve path finding?
  Topic: [RA][OpenRA] Iroquois Gunship
Matthias M.

Replies: 7
Views: 2405

Post Posted: Sat Feb 25, 2017 11:51 am    Subject: [RA][OpenRA] Iroquois Gunship
Forum:  Modding Central » Media Hut » SHPs
The rotor blade animations are pretty iconic, but I think the shape isn't bulky enough to remind me of a Huey.
  Topic: [OpenRA] Shp Pack of my Mod-Maps
Matthias M.

Replies: 7
Views: 2931

Post Posted: Sun Feb 19, 2017 4:53 pm    Subject: [OpenRA] Shp Pack of my Mod-Maps
Forum:  Modding Central » Media Hut » SHPs
I really like the vine creep. Reminds me a lot on the Tiberian Dawn cut scenes and fits the art style perfectly.
  Topic: Questions and Answers
Matthias M.

Replies: 15
Views: 1843

Post Posted: Sun Jan 22, 2017 1:02 pm    Subject: Questions and Answers
Forum:  Other Projects » Pre-Alpha Projects » RedAlert++
based on the research I have done over the past 7+ years
Have you published your research somewhere?
  Topic: Questions and Answers
Matthias M.

Replies: 15
Views: 1843

Post Posted: Sat Jan 21, 2017 3:23 pm    Subject: Questions and Answers
Forum:  Other Projects » Pre-Alpha Projects » RedAlert++
Why did you choose to not go the quick progress with playable version from day 1 by disassembling and replacing key functions one by one like https://openrct2.org/ and why did you decide to keep all s ...
  Topic: Thyme, a new Generals: Zero Hour reimplementation project.
Matthias M.

Replies: 9
Views: 2880

Post Posted: Sat Jan 14, 2017 7:33 am    Subject: Thyme, a new Generals: Zero Hour reimplementation project.
Forum:  PPM Zone » PPM News Network
Do people even mod/play generals that much anymore?Yes, there is the Generals Gentlemen still casting match after match https://www.youtube.com/playlist?list=PLQnCYzupbmdaAg7_hjEeYQKYaLwFtkhyG althoug ...
  Topic: Thyme, a new Generals: Zero Hour reimplementation project.
Matthias M.

Replies: 9
Views: 2880

Post Posted: Thu Jan 12, 2017 6:31 pm    Subject: Thyme, a new Generals: Zero Hour reimplementation project.
Forum:  PPM Zone » PPM News Network
Hype! Really excited although I sadly am not skilled enough to be of any help.

Just bought Generals and Zero Hour again on Origin to be prepared. I sold my original game discs years ago.
  Topic: OpenRA wants a new logo
Matthias M.

Replies: 65
Views: 6293

Post Posted: Mon Jan 09, 2017 6:27 pm    Subject: OpenRA wants a new logo
Forum:  Modding Central » OpenRA Editing Forums
This is not true. I did describe one in my second post. I just didn't have the skills to draw it. Here it is:

I liked the logo that was announced in Christmas. And, so far, I'm using it here (until ...
  Topic: OpenRA wants a new logo
Matthias M.

Replies: 65
Views: 6293

Post Posted: Sun Jan 08, 2017 10:19 am    Subject: OpenRA wants a new logo
Forum:  Modding Central » OpenRA Editing Forums
Passively waiting for stuff to happen while complaining when it doesn't happen or happens too slowly won't help the project at all.
I got involved about 3.5 years ago despite zero C#/programming back ...
  Topic: New Release: 0 A.D. Alpha 21 Ulysses
Matthias M.

Replies: 2
Views: 1653

Post Posted: Wed Nov 23, 2016 6:04 am    Subject: New Release: 0 A.D. Alpha 21 Ulysses
Forum:  PPM Zone » PPM News Network
Somebody please create a "Generals" mod for http://www.moddb.com/engines/pyrogenesis
  Topic: Tutorials at PPM Forums have been organized.
Matthias M.

Replies: 5
Views: 1494

Post Posted: Sun Nov 20, 2016 4:49 am    Subject: Tutorials at PPM Forums have been organized.
Forum:  PPM Zone » PPM News Network
Thanks. Linked it at https://github.com/OpenRA/OpenRA/wiki#community-resources
  Topic: OpenRA Release 20161019 is now available.
Matthias M.

Replies: 39
Views: 9510

Post Posted: Sat Oct 29, 2016 11:05 am    Subject: OpenRA Release 20161019 is now available.
Forum:  PPM Zone » PPM News Network
The stats for OpenRA over the last 5 months looks like

http://i.imgur.com/jidbdOQ.png

I also remember all the hatred we got from collecting that data from our players. Note: you can opt-out righ ...
  Topic: OpenRA Release 20161019 is now available.
Matthias M.

Replies: 39
Views: 9510

Post Posted: Sun Oct 23, 2016 6:54 pm    Subject: OpenRA Release 20161019 is now available.
Forum:  PPM Zone » PPM News Network
For people who care: there was a toolchain change in .NET, which was very hard if not impossible to backport for Microsoft to Windows XP. As their main business is selling one time operating systems i ...
  Topic: OpenRA Release 20161019 is now available.
Matthias M.

Replies: 39
Views: 9510

Post Posted: Fri Oct 21, 2016 5:12 am    Subject: OpenRA Release 20161019 is now available.
Forum:  PPM Zone » PPM News Network
See http://www.openra.net/download/ as we support a very large variety of operating systems. More than Westwood ever supported and much more than big players like Electronic Arts will even consider.
...
  Topic: New AI for RA. I call it para AI
Matthias M.

Replies: 9
Views: 3264

Post Posted: Fri Oct 07, 2016 4:51 am    Subject: New AI for RA. I call it para AI
Forum:  Modding Central » OpenRA Editing Forums
https://github.com/OpenRA/OpenRA/wiki/Upgrading-mods-to-a-new-release might be of help to you.
  Topic: Trans_C's Random WIP stuff
Matthias M.

Replies: 255
Views: 43931

Post Posted: Thu Oct 06, 2016 4:34 am    Subject: Trans_C's Random WIP stuff
Forum:  Modding Central » Media Hut
Not sure where you get that impression. You should be able to create your mod just by editing some text files. Extending the engine with programming knowledge is optional. At the moment RA2 support is ...
  Topic: OpenRA Dev Blog
Matthias M.

Replies: 63
Views: 15140

Post Posted: Sun Sep 25, 2016 1:26 pm    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
I present to you:

https://cloud.githubusercontent.com/assets/756669/15992755/5f0eee98-30d4-11e6-8481-858c4a0ef3c6.png

Low bridges are currently static actors. Unlike the old Westwood games we us ...
  Topic: YR INI Extension
Matthias M.

Replies: 16
Views: 3280

Post Posted: Sun Sep 04, 2016 2:12 pm    Subject: YR INI Extension
Forum:  Featured Tools » Community Tools
I think this is a great idea. While this creates cleaner "source code" for the legacy engines right now, it also gives us the opportunity for smarter rules when we adjust our currently very ...
  Topic: Arrakis Reborn
Matthias M.

Replies: 69
Views: 10013

Post Posted: Sun Sep 04, 2016 2:02 pm    Subject: Arrakis Reborn
Forum:  Modding Central » Public Project Announcements
You might need to tease with some WIP shots. Smile
  Topic: OpenRA Blog
Matthias M.

Replies: 175
Views: 61091

Post Posted: Mon Aug 29, 2016 5:55 am    Subject: OpenRA Blog
Forum:  Modding Central » OpenRA Editing Forums
Is the main laser lines thickness adjustable via the weapons yaml?

Yes, it can be adjusted.

Weapon definition documentation is also coming soon: https://github.com/OpenRA/OpenRA/pull/11913
  Topic: First public release of TDX
Matthias M.

Replies: 12
Views: 7712

Post Posted: Mon Aug 29, 2016 5:30 am    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
Note sure if that is intentional, but Napalm crates don't do damage to riflemen.
  Topic: First public release of TDX
Matthias M.

Replies: 12
Views: 7712

Post Posted: Mon Aug 29, 2016 5:29 am    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
Loading the titlelogo.png crashes on Mono/Linux:

Loading mod: tdx
libpng error: invalid after png_start_read_image or png_read_update_info
Exception of type `System.ArgumentException`: ...
  Topic: First public release of TDX
Matthias M.

Replies: 12
Views: 7712

Post Posted: Mon Aug 29, 2016 5:22 am    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
The folder /tdx/maps/llava is empty which crashes the game

Loading mod: tdx
Failed to load map: llava
Details: System.IO.FileNotFoundException: Required file map.yaml not present ...
  Topic: [8] Razor Land
Matthias M.

Replies: 4
Views: 1045

Post Posted: Tue Aug 09, 2016 7:07 pm    Subject: [8] Razor Land
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
You seem to really like those weird platforms.
  Topic: getting rid of users\...\Documents\OpenRA folder
Matthias M.

Replies: 22
Views: 3426

Post Posted: Sun Jul 17, 2016 8:28 am    Subject: getting rid of users\...\Documents\OpenRA folder
Forum:  Modding Central » OpenRA Editing Forums
We could also make the data folder folder configurable. config.ini located at a standard location ($XDG_CONFIG_HOME/OpenRCT2/ on Linux) which has a setting:
[general]
game_path = "/home ...
  Topic: getting rid of users\...\Documents\OpenRA folder
Matthias M.

Replies: 22
Views: 3426

Post Posted: Fri Jul 15, 2016 5:14 am    Subject: getting rid of users\...\Documents\OpenRA folder
Forum:  Modding Central » OpenRA Editing Forums
That is a known problem https://github.com/OpenRA/OpenRA/issues/2790 Interestingly programs like CCleaner now come with rules to fill the gap.
  Topic: Revealing Dawn of the Tiberium Age Version 1.15
Matthias M.

Replies: 21
Views: 3693

Post Posted: Fri Jul 08, 2016 5:35 am    Subject: Revealing Dawn of the Tiberium Age Version 1.15
Forum:  PPM Zone » PPM News Network
I've noticed how the flag on Barracks animates a lot faster in OpenRA than in in the C&C games.

That can be tweaked by adding a

Tick: 120

(or whatever value matches the original) to ...
  Topic: Revealing Dawn of the Tiberium Age Version 1.15
Matthias M.

Replies: 21
Views: 3693

Post Posted: Wed Jul 06, 2016 8:45 pm    Subject: Revealing Dawn of the Tiberium Age Version 1.15
Forum:  PPM Zone » PPM News Network
Projectile and especially unit movement really do look very different in OpenRA. It's also not just that it looks different from TD, RA1 or TS, but to me the movement often just looks plain wrong, eve ...
  Topic: OpenRA Blog
Matthias M.

Replies: 175
Views: 61091

Post Posted: Sun Jul 03, 2016 7:48 am    Subject: OpenRA Blog
Forum:  Modding Central » OpenRA Editing Forums
Maybe it's time to add OpenRA support to CnCNet.

That might be easy from a technical standpoint. Our "global chat" also uses IRC and joining servers works with openra:// links. Loading th ...
  Topic: OpenRA Blog
Matthias M.

Replies: 175
Views: 61091

Post Posted: Thu Jun 30, 2016 6:10 pm    Subject: OpenRA Blog
Forum:  Modding Central » OpenRA Editing Forums
I am currently very impressed by something that community member Marn recently created: https://github.com/Marnador/OpenRA-Marn-TS-Edition It is a mod of the OpenRA Tiberian Sun mod, but it is very br ...
  Topic: OpenRA Blog
Matthias M.

Replies: 175
Views: 61091

Post Posted: Wed Jun 22, 2016 8:33 pm    Subject: OpenRA Blog
Forum:  Modding Central » OpenRA Editing Forums
We now have several OpenRA.Utility.exe commands to convert the original rules, which makes a mod port from TS and RA2 a lot quicker:


 --rules-import RULES.INI ART.INI
 Convert ART.INI and RU ...
  Topic: Fields of Battle
Matthias M.

Replies: 15
Views: 4008

Post Posted: Sat Jun 11, 2016 3:45 pm    Subject: Fields of Battle
Forum:  Featured Projects » D-Day » D-Day News
The maps look a bit cheap and misplaced especially when compared with such great screenshots from around 10 years ago:

http://media.moddb.com/images/mods/1/7/6835/52271.jpg
  Topic: Standalone Games = Profit?
Matthias M.

Replies: 9
Views: 2239

Post Posted: Sun Jun 05, 2016 4:15 pm    Subject: Standalone Games = Profit?
Forum:  Modding Central » OpenRA Editing Forums
So basically I'll still need to run things through with EA if I make everything by hand and use all currently made logics,etc. from ORA.
The OpenRA game logic itself is clean. You can't patent/copyri ...
  Topic: Openra Maps
Matthias M.

Replies: 23
Views: 4349

Post Posted: Sun Jun 05, 2016 10:41 am    Subject: Openra Maps
Forum:  Modding Central » OpenRA Editing Forums
Should be fixed with https://github.com/OpenRA/OpenRA/pull/11402
  Topic: Standalone Games = Profit?
Matthias M.

Replies: 9
Views: 2239

Post Posted: Sun Jun 05, 2016 10:06 am    Subject: Standalone Games = Profit?
Forum:  Modding Central » OpenRA Editing Forums
If you want to make profit, the game source code has to be Open Source. That does not cover the game assets, so you just license those under a regular EULA.

Indeed the file formats may be problemat ...
 
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