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).

Tiberian Dawn

Tiberian Dawn 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. It separates itself from the rest of the C&C series in terms of lore, certain game mechanics and file formats, but also shares a lot of technology with it's spiritual successors. Avoid the sandworms and build your base on stable foundations. The spice must flow!

Get it

⬇ Download for Linux/Mac/Windows


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A10 Napalm Strike Allied campaign mission 2 New main menu for RA (Concept 2)
Blog RSS Feed Report abuse Latest News: Playtest 20150524

13 comments by Milanium on May 24th, 2015

It has been a month of busy development. Time to get back to testing!

The major changes this time around include:

  • A whole new in-game map editor, with many benefits over the old editor.
  • Improved system integration with openra:// server join URLs. Give it a try from our live server list!
  • Implemented production building upgrades that unlock additional technology for Dune 2000.
  • Several enhanced classic missions have been added to the Tiberian Dawn mod.
  • In the Red Alert and D2k mods you will now be notified upon encounter of enemy units.

Unfortunately, an oversight in the way that we package our windows installer meant that the performance of our Windows release-20150429 builds was much worse than it should have been. We have fixed this for playtest-20150524, so Windows players should find the game runs about 30% faster!
Also general performance improvements have been integrated that affect all platforms. Kudos to RoosterDragon for his continued effort to optimize our source code.

The refined system integration adds a lot of convenient features:

  • Hardware cursors will now work more reliably on Microsoft Windows.
  • On Mac the dialogs won’t hijack finder and the dock icon won’t get lost upon restarting.
  • Linux AppStream compatible software centers will now show a nice preview.
  • Double-clicking an .orarep file will now directly start playback of the replay.

Our new in-game map editor took over a year of development time, and it was worth it!

  • It is truly cross-platform as it uses our game UI; finally a map editor on Mac OS X!
  • No more rendering glitches. Almost WYSIWYG editing, because we re-use the game renderer.
  • Support for all file formats, i.e. voxels, isometric terrain and Dune 2000 sprite actors.
  • You can now keep an overview of installed custom maps and delete them in the same menu.

Click Extras - Map Editor from the main menu in any mod. To all our enthusiastic mappers out there: Your feedback is invaluable at this stage. We will remove the legacy OpenRA.Editor.exe in the nearby future.

Great news for tinkerers. You can now use voxels in your own mods and maps. See our updated trait documentation. The Lua API for mission scripting has also been enhanced while we proceed to implement remakes of the original campaigns.

More details and links to pull request can be found on our changelog page.

You can find the installers for a variety of supported operating systems in our download section.

Please report problems on our bug tracker. We plan to do a new stable release based upon these changes soon.

Red Alert map chooser

Keep track of your thirdparty maps from OpenRA Resource Center
and delete unwanted ones in the updated map chooser.


Tiberian Dawn mission Nod06a

One by one the results of the student project to import the original Tiberian Dawn missions is integrated.
Thanks to the THM course instructors for their creative teaching methods.


Dune 2000 building upgrades

The on-going quest to finalize the Dune 2000 mod has reached a new milestone
with building upgrades which re-create the original tech tree.


Tiberian Sun in-game map editor

The in-game map editor is also a vital part of our Tiberian Sun support initiative.


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Post comment Comments  (0 - 10 of 378)
hellodean
hellodean May 27 2015, 6:58am says:

can i suggest for the map editor a "everything mode" where you can use all terrain and units etc.
so if you want to create a world map you could have deserts and tundra and temperate climates on the same map. or atleast transitional from one to the other. say if your based on a mountain the lower is "temperate" but the higher up it goes to "winter" then at the top it can be "snow"

+1 vote     reply to comment
hellodean
hellodean May 26 2015, 12:39pm says:

while playing dune 2000 i was thinking it would be good if there could be an option for units to not auto target structures like they do in the original, if your trying to capture structures while fighting in a base either the units target them rather than units that are shooting at them or your units can kill the engineers with splash damage friendly fire.

+1 vote     reply to comment
php_bg
php_bg 15hours 24mins ago replied:

You can try changing the units' stance. The default is "AttackAnything", but you can use "ReturnFire" in that case, so they fire only on units that attack them. Go to the Input tab in Settings to see what the hotkey for cycling the stances is. The default is Ctrl+Z.

+1 vote     reply to comment
Damfoos
Damfoos May 13 2015, 8:40am says:

I can't play OpenRa on my laptop (Samsung NP-N150) even with the updated (from Samsung site) videocard drivers, it says:
"OpenRA requires OpenGL version 2.0 or greater and detected 1.4"

Can I do something with this?

+1 vote     reply to comment
Milanium Creator
Milanium May 17 2015, 7:26am replied:

No sorry, both Intel GMA 3150 graphics and Intel Atom N450 CPU are below the minimum hardware requirements.

+1 vote   reply to comment
Damfoos
Damfoos May 19 2015, 9:28am replied:

That's sad :(

Another question: could you make the OpenRA use external string files for all the ingame text (menu items, tooltips, unit names), just like the RA2 and following had the .str/.csf files? Maybe my info is outdated, but from what I saw, all the descriptions and tooltips are written directly in unit codes, what is not comfortable to edit quickly (somebody may want to translate stuff, in the future). Asking as a nonpro-translator.

+1 vote     reply to comment
Milanium Creator
Milanium May 19 2015, 1:49pm replied:

We have l10n support for the UI though it is completely unused at the moment. Github.com

+1 vote   reply to comment
L()KI
L()KI Apr 26 2015, 9:03am says:

Oooooooeeewh. Looks so sweet.

+1 vote     reply to comment
hellodean
hellodean Apr 10 2015, 8:05pm says:

some feedback/suggestions
i think that the allies could do with a anti-air vehicle,
no superweapons being an tick option would be good
the (normal) A.I. could do to build a few more base defenses

will volkov be in for the soviets at some point?

+2 votes     reply to comment
Milanium Creator
Milanium May 17 2015, 7:28am replied:

The introduction of Volkov wasn't well perceived and we lack artwork for a cameo icon, so probably not.

+1 vote   reply to comment
[OD]Maggy
[OD]Maggy Apr 13 2015, 3:29pm replied:

No superweapons option would be cool. Getting nuked randomly is not fun.

0 votes     reply to comment
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OpenRA
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OpenRA developers
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Released Jan 17, 2010
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Jan 18 2012, 10:30pm by Torpedo1986

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Check out our new in-game map editor from playtest-20150524. T.co

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T.co New Playtest featuring the in-game map editor! T.co

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May 21 2015, 6:31am

T.co The gigantic voxel bug has been fixed in VXLSE III 1.39 revision 512. T.co

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