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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Blog RSS Feed Report abuse Latest News: Playtest 20150118

16 comments by Milanium on Jan 18th, 2015

We wish everyone a late happy new year and prepared a new playtest which builds upon our Halloween release.

These playtest builds provide a snapshot of our current development for feedback by our testers. You can help shape the future of OpenRA by testing them and reporting bugs or simply letting the community know what you think.Some highlights in this development build are:

  • Added carryalls and sandworms to the Dune 2000 mod
  • Added countries (with their own unique abilities) to the Red Alert mod.
  • Added an often requested lobby option for disabling the “Short Game” mode.
  • Improved performance and memory usage across the board.
  • Added hardware cursors support for smoother mouse movements.
  • Added new missions: GDI 03, Soviet 01 as well as Survival 01 and 02.
  • Fixed Fort Lonestar and the Dropzone minigames not starting.

See the changelog for more details on the playtest changes and bugfixes.

The playtest-20150118 build is available from the download page.

We have put a lot of work into streamlining our development and release process, which included a shake-up of our Linux packages. We now provide distro-specific RPM via the openSUSE Build Service, but recommend that most users install OpenRA from their main distribution repositories. We have also fixed the “bad quality” package warning that occurs when installing our Ubuntu package.

Countries

The Red Alert mod introduces support for sub-factions inspired by the way Red Alert 2 introduced them. These countries have special units or support powers, but otherwise have a lot in common with the Allied or Soviet army they belong to.

Game server browser

We overhauled the server browser. It is grouped by mods with the currently loaded one on top, but you can now join any game if the mod is installed. The ingame interface has been updated to use the same new color scheme as the web-based game server overview. We also added a filter for password-protected servers.

Sandworms and Carryalls

Let your slow harvesters make use of the convenient airlift shuttle service, and save your units from becoming worm food! Carryalls and Worms are now included in our D2K mod. The worm balancing is a work in progress, and they can be disabled in the lobby options.

Heightmaps

Paul is making good progress in implementing the height map support required for all next generation titles such as Tiberian Sun. It will take (at least) several months to polish this into a glitch-free experience that can be shipped in stable releases.

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Post comment Comments  (0 - 10 of 357)
SMIFFGIG
SMIFFGIG Jan 10 2015, 8:36am says:

A 'Classic' mode would be nice, which set all the unit/building values to exactly what they were in RA/TD and excluded any new units.

This would be especially useful for when the original campaigns are included with the mod.

+3 votes     reply to comment
InStars
InStars 1hour 25mins ago replied:

Actually there was some guy in OpenRA forums making a classic RA mod, I believe it's even in a playable state now.
Offcourse it's not 100% there yet, but the progress is going on.

+1 vote     reply to comment
GraionDilach
GraionDilach Jan 21 2015, 9:32am replied:

They never will do that, never even tried. Matthias went on to classic C&C communities, tried to sell OpenRA as better and demanded classic RA fans to support ORA and agree with their changes without any option. When fans told him he's doing bad, he axed classic RA support idea entirely, blaming the community for everything.

I can't wait to see the backlash when they finish the rape of OpenTS.

-3 votes     reply to comment
pchote Creator
pchote Jan 24 2015, 6:24am replied:

********. I (not Matt) axed the classic mods because it was wasting a developer time towards an unachievable goal ('exact' values are impossible without knowing the full details of the engine internals), and because the original motivation of the classic mods (extending an olive branch towards people like yourself) was based on a flawed premise - you're going to complain no matter what we do, so there's no point wasting our time trying to pander to you.

I normally try to be more diplomatic in my responses, but your comment is so wrong and hostile that I don't see the point in spending the time on careful phrasing.

+4 votes   reply to comment
GraionDilach
GraionDilach Jan 24 2015, 7:56am replied:

You're comparing yourselves to OpenTTD. And that IS the ********. OpenTTD CAN 95-99% imitate the TTD gameplay (excluding the AI when they implemented their NoAI framework instead of their TTD AI reimplementation (tho there's SimpleAI) and some pathfinding stuff (fixes in NPF)), every other change in OpenTTD can be disabled. Yes, you can disable drive-through bus stops, etc.... you can play Transport Tycoon Deluxe in OpenTTD.

Heroes 3 VCMI is also a project which aims to recreate Heroes 3... and it also does not try to shovel it's own stuff to the base game.

These are engine recreation projects, not game recreation projects. Back to OTTD terms, OpenGFX and OpenSFX contains no actual changes in gameplay.

My personal hate towards OpenRA comes from the fact that you treat OpenRA as "the RA equivalent of OpenTTD" and that's simply not true. You have changed everything under the hood due to your personal preferences and without an option to revert, it's quite not what OpenTTD did.

When OpenRA introduces it's own equivalent of OpenGFX and OpenSFX, then I probably will stop bitching about it, but until then, I'll keep my opinion. Because until then, you just abuse the availability of the RA graphics to make your own game.

TS Rewire might be a good solution to prevent something like this at TS anyway, with axing "retro" TS completely and simply using the Rewire art to differ the hoods as well.

-2 votes     reply to comment
php_bg
php_bg Jan 24 2015, 8:04am replied:

Do you even hear yourself? You are comparing apples with ... chairs. Tell me again what game OpenTTD recreates, and then read the answer to yourself please.
After that you can try actually reading what he told you.

+3 votes     reply to comment
GraionDilach
GraionDilach Jan 24 2015, 8:29am replied:

They call their apple a chair, dude. Or you mean that because it's not an RTS, they can't be compared?

Both can be modded, both has a "source game" which has a layer of engine, rules, graphics (TTD: exe, grf-nfo, grf-pcx, RA: exe, ini, shp, OpenTTD adds grf-nml next to nfo, OpenRA substitutes ini with yaml).

OpenTTD concentrated to recreate the logics first been in TTD, then went on to add new ones, OpenRA loosely recreated logics then added new ones, meanwhile adjusted balance according to them.

Technically speaking, while they are different genres, they still can be compared, just due to the similarities of their original engine setup, their feature development history and principles and accuracy of their source game.

You're either ignoring the facts or you just don't want to see what I talk about because otherwise I couldn't be classified just into "haters gonna hate".

But hey, you tried.

-3 votes     reply to comment
pchote Creator
pchote Jan 24 2015, 5:28pm replied:

I'm not really sure what your point is here. You are correct that OpenRA is not an open-source drop-in engine replacement for the original game (which one? OpenRA targets more than just Red Alert), but we have never claimed that we were. If you want a drop-in engine replacement, then you are welcome to resurrect the dead FreeRA/CnC projects and rework their logic to properly match the original games.

The OpenRA engine is a toolkit that can natively load the original asset files (art/sound/video, but not rules) plus a flexible framework for writing RTS game logic. Our default mods build on this to provide games that recreate the character and gameplay of the originals, with modern conveniences and other changes that have been driven by our community.

You might insist on making up your own version of our project goals and history, but you look like a lunatic when you go around the community / news posts (note to others: this isn't the first time) ranting about your offense over them.

+3 votes   reply to comment
Milanium Creator
Milanium Jan 24 2015, 9:48am replied:

I am personally a huge fan of Transport Tycoon Deluxe and I really like the changes from the original listed at Wiki.openttd.org and although some drastically change gameplay, I would never dare to come to their boards and flame about them building upon the popularity of the classic, but not re-implementing without doing changes. That is the whole point of these Open Source game clones. Otherwise DOSBox would do the job with a lot less effort. The different approach you describe is due to the nature of how things started. OpenRA was a rewrite from scratch taking modern RTS engine design into account while OpenTTD began with disassembled binaries and started porting features from fan patches. Try dropping your fundamentalist world view for a second.

+2 votes   reply to comment
php_bg
php_bg Jan 24 2015, 9:58am replied:

I think you are trying not to hear the "it cannot be copied exactly without a very, very deep understanding of the original engine (and nobody knows how it looks)" part. I've seen such arguments in other forums...
And I was talking exactly about the fact that OpenTTD is a chair, because it actually builds upon the original game.

+2 votes     reply to comment
Milanium Creator
Milanium Jan 24 2015, 4:28am replied:

I am blaming no one. Just thought there was demand for such a mod which was more difficult to create than expected with the hard-core fans looking at every detail. There was also no one wanting to help and we did not have the developer resources as the team was small so we had to abandon the plan. Instead we point everyone who wants the classic gameplay to the very popular Cncnet.org service which is also partly Open Source. I am a bit sad about this split community and all the hate from people like GraionDilach. It is really demotivating. Criticism is okay, but these personal attacks are unfair. This is a hobbyist project developed in spare after work time and donated to the community for free. :(

+2 votes   reply to comment
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OpenRA
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Released Jan 18, 2010
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This game should get more praise.

Jan 18 2012, 10:30pm by Torpedo1986

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T.co Check out Command & Conquer: Renegade X for 3D nostalgia. T.co

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T.co What if I told you that left-click mouse orders are back (and improved). T.co

Mar 2 2015, 3:06pm

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T.co @AlChestBreach plays OpenRA! T.co

Feb 24 2015, 10:31am

T.co A new build palette for the Dune 2000 mod. T.co

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T.co Polishing the upcoming in-game map editor. T.co

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T.co Free For All action! T.co

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