About

OpenRA is a highly moddable RTS game engine for classic Westwood 2D games. In fact Red Alert, Command & Conquer and Dune 2000 are implemented purely as mods on it. Tools are provided that allow you to add new units, maps and tilesets even create your own mod. Have a look at the wiki.

Built-In Mods

Red Alert

sovietsThe RA mod for OpenRA is a reimagining of Command & Conquer: Red Alert. It is not just a clone of the original but has improved and rebalanced gameplay. The UI is modernised for higher resolutions and better usabiltiy. It has fully working multiplayer support for both internet and local play (via direct connect). A single player campaign is currently being worked on.

Command & Conquer

GDI The CNC mod for OpenRA is a reimagining of the original Command & Conquer: Tiberian Dawn game. As with Red Alert modern networking and rendering technology is used. Also new features are implemented such as snow terrain, neutral tech buildings and many glitches from the original have been fixed.

Dune 2000

ArrakisThe D2k mod for OpenRA is a reimagining of Dune 2000. A remake of the remake so to speak. The mod tries to optimize balancing and gameplay. Currently in early stages of development, but already playable. The spice must flow!

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⬇ Download for Linux/Mac/Windows


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Allied campaign mission 2 New main menu for RA (Concept 2) Evacuation
Blog RSS Feed Report abuse Latest News: Playtest 20140405

5 comments by Milanium on Apr 5th, 2014

Our first playtest of 2014 is long overdue, and marks a significant step forward from our holiday release.

A brief sampling of our full changelog is included below.General gameplay improvements include:

  • Air units can now attack-move and guard other actors.
  • Players can now place beacons on the map to signal teammates.
  • Time-delayed support powers will also place beacons.
  • Unit husks can now be force-targeted and destroyed.
  • Engineers (mechanics in RA) can salvage unit husks to return them to the battlefield.

User-interface improvements include:

  • A new mod selector interface, which now appears the first time you run OpenRA.
  • The offline skirmish mode from Tiberian Dawn has been added to the other mods.
  • Significant UI improvements for spectators and replays.
  • Integration with the OpenRA Resource Center for installing custom maps when joining a game.

Specific mod improvements include:

  • [D2K] Implemented concrete plates, and structural damage for buildings built on the ground.
  • [D2K & RA] Saboteur / Tanya can now place C4 on vehicles.
  • [RA & TD] Tanya / Commando can now place C4 on bridges.
  • [TD] Added several of the original campaign missions.
  • [RA] Added the Allies Phase Transport and and Soviet Hijacker units.
  • [RA & TD] A number of balance changes (see the full changelog for details).

Changes that impact mod and custom-map authors include:

  • Improvements to the Lua scripting API.
  • Removal of the legacy scripted missions.
  • The legacy (RA & TD) map converter has moved from the map editor into OpenRA.Utility.exe.
  • Added --upgrade-mod and --upgrade-map utility commands to automatically upgrade a mod or map targeting release-20131223 to the latest version.
  • A number of trait properties have changed from pixel or cell units into world units. Use –upgrade-mod to automatically convert these.

A significant issue was discovered with our Lua integration late in this playtest cycle. This shouldn’t significantly affect scripted missions, but caused the shellmaps (the animations that run in the main menu) to become unstable after some time. Rather than delay the playtest further, we have disabled the shellmaps until the issue has been fixed. The shellmaps will be restored before the next full release.


We have also been nominated for the Linux Game Awards Project of the Month for May 2014.

OpenRA

If you’d like to help improve the profile of open-source Linux gaming, then be sure to vote for us (or one of our competitors, they are great projects too!).


A brief taste of our new playtest changes can be seen below:

Mod Chooser

The new mod chooser is styled after our website, and better highlights the official and custom mods.

D2K Improvements

Concrete plates have been added to D2K, and the turrets now integrate properly with walls.

Map Beacons

Beacons and radar pings will now notify you, your allies, and spectators of any important events.

Phase Transport

The Allied Phase Transport can transport three infantry, while remaining cloaked from enemy view.

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Post comment Comments  (0 - 10 of 320)
dennis93
dennis93 Apr 13 2014, 12:38pm says:

is there a way to reduce te lag for windows.
i cant find any way.

+1 vote     reply to comment
Milanium
Milanium Apr 13 2014, 1:58pm replied:

We need more information to help you and track down the problems in the source code. See our guide at Github.com

+1 vote     reply to comment
bsnighteye
bsnighteye Apr 6 2014, 12:16pm says:

Got problems with helicopters:

Red Alert Mod at Version playtest-20140405-2
Operating System: % data_expunged %
Runtime Version: % data_expunged %
Exception of type `System.InvalidOperationException`: Attempted to finalize an undisposed DisposableAction. hind (594) reserved hpad (632)
в OpenRA.Mods.RA.Reservable.<Reserve>c__AnonStorey1D1.<>m__5AC()
в System.Action.Invoke()
в OpenRA.FileFormats.ActionQueue.PerformActions()
в OpenRA.Game.Tick(OrderManager orderManager)
в OpenRA.Game.Run()
в OpenRA.Program.Run(String[] args)
в OpenRA.Program.Main(String[] args)

+1 vote     reply to comment
Milanium
Milanium Apr 6 2014, 4:15pm replied: +1 vote     reply to comment
Templarfreak
Templarfreak Mar 31 2014, 5:31pm says:

Hey, whenever you do finish the setting up of stuff for Tiberian Sun and Red Alert 2, how quickly do you think you'll get their mechanics introduced?

Such as Jump Jets, Hovering, Mind Control, Waves (Like for the Disruptor), Magnetron stuff, garisonable structures, Firestorm, and other things like that?

Also, what about introducing mechanics that are being used for ARES? Such as Trenches, advanced Reverse Engineering logic...

+2 votes     reply to comment
Milanium
Milanium Apr 5 2014, 7:44am replied:

Better don't ask when something is ready as this is a hobbyist project without deadlines and whenever there is free time, cool new stuff gets added. Everything is implemented from scratch and included when we think it makes the game more fun. We have garissioning and vehicle hijacker new in playtest-20140405 and repairable bridges since the holiday release. All those things were inspired by TS/RA2, but we also added scorched and capturable husks just recently which I liked in TW. :)

+1 vote     reply to comment
Templarfreak
Templarfreak Apr 5 2014, 4:51pm replied:

It's more out of curiosity and not expectation. I don't expect it to be done or be done quickly, and I'm not trying to pressure anyone.

I just want to know how well you guys have things planned ahead or just if you plan to introduce any of these features at all. xP

+1 vote     reply to comment
Milanium
Milanium Apr 6 2014, 1:41am replied:

You can stalk us to see what comes next at Github.com

+1 vote     reply to comment
Superheavytank
Superheavytank Mar 7 2014, 12:16am says:

The game runs fine for me until roughly ten minutes in when it starts stuttering for no reason.

+1 vote     reply to comment
Milanium
Milanium Mar 7 2014, 10:23am replied:

Github.com gives some advice on how to debug that.

+1 vote     reply to comment
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OpenRA
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Windows, Mac, Linux
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OpenRA developers
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Westwood 2D
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Release Date
Released Sep 19, 2010
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This game should get more praise.

Jan 18 2012, 10:30pm by Torpedo1986

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