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OpenRA July 2014 Release!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jul 23, 2014 4:53 am    Post subject:  OpenRA July 2014 Release!
Subject description: Now, a diploma from an engineer is really worth in this game.
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The latest stable release of OpenRA is now available. OpenRA is a RTS game engine that comes with 3 mods that recreates (and improves) Red Alert 1, Tiberian Dawn and Dune 2k. The July release is a small improvement of the latest playtests that were released. When compared with the previous June release, here's a small changelog:


- 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.
- 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 the upcoming TS mod).

The complete changelog is available at their wiki.



Now you can build enemy buildings and units when you capture an enemy building.


Head to the official OpenRA website in order to download it and play it. Have fun!

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Jul 23, 2014 7:27 am    Post subject: Re: OpenRA July 2014 Release! Reply with quote  Mark this post and the followings unread

Banshee wrote:

- Fixed issues that occurred when installing from CD.


?????

It comes on CD's now?

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Wed Jul 23, 2014 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing it's related to installing the music from the CnC and RA CD's.

Gotta love the great work they are doing!

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Wed Jul 23, 2014 8:42 am    Post subject: Re: OpenRA July 2014 Release! Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
Banshee wrote:

- Fixed issues that occurred when installing from CD.


?????

It comes on CD's now?

When you have a CD (or iso) from one of the original games around, you can install the game files from those instead of downloading them (you know, files like local.mix, conquer.mix etc.).

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blackhand1001
Medic


Joined: 30 Oct 2005

PostPosted: Wed Jul 30, 2014 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

did they finally add a gamespeed slider. Its still way too slow for me.


Edit: Looks like they didn't. They should add it to the dialog where you create the game like tiberium wars has it. That way it can easily be synced between players.

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 31, 2014 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

@blackhand1001 That sounds really nice but the problem is implementing different tick speeds and keeping sync sane.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Jul 31, 2014 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

A game speed setting is a must. The default speed feels extremely boring when you're used to playing TS and mods at 60 FPS. I'd probably use the default speed only if I had problems with getting sleep and wanted to try a new way of curing them.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 31, 2014 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is really impressive how far this project already got. Cool

I just have one little question:
Does anyone know the max size for OpenRA maps?
Are they limited to small sizes like TS with 256x256?

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Jul 31, 2014 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Lin Kuei Ominae, I wouldn't go above 200x200 only because the old (deprecated) Map Editor will start to fall apart under any more stress. The new WIP In-game Map Editor should allow a lot more. There are no hardcoded limits.

@^Rampastein, that has been requested many times but is also very tricky to implement. If someone were to devote their time to purely doing that I'm sure we could make some progress on it.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Jul 31, 2014 6:57 pm    Post subject: Re: OpenRA July 2014 Release! Reply with quote  Mark this post and the followings unread

Reaperrr wrote:
DaRTzO wrote:
Banshee wrote:

- Fixed issues that occurred when installing from CD.


?????

It comes on CD's now?

When you have a CD (or iso) from one of the original games around, you can install the game files from those instead of downloading them (you know, files like local.mix, conquer.mix etc.).


Ohh, I didn't know that was even possible.

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