Open-Source reimplementation of Westwood’s Command & Conquer: Red Alert game engine, updated to use the hardware acceleration of modern video cards using OpenGL and OpenAL for sound playback. It runs natively on Windows, Linux and Mac OS X. The game was designed with modifiability in mind, but is not identical to the original. Campaigns and mods made for the legacy game won't work out of the box.

Report RSS OpenRA Showcase Trailer

Community member SoScared has put together a great trailer video for OpenRA!

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See for yourself:


If you have any screenshots of OpenRA that you'd like to show off, then feel free to upload them at ModDB. We will add the best images to the screenshot rotator on our website and Desura.

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Templarfreak
Templarfreak - - 6,721 comments

This is what I want to know; How are you going to get RA2 in there?

Also, if you do start working on RA2 I think you guys should take some ideas from ARES patch, if they're okay with that.

In fact, I think you should include some options from ARES patch anyway.

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GraionDilach
GraionDilach - - 451 comments

They can take ideas. Sadly the licenses are incompatible... and so does the coding styles as well.

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pchote Creator
pchote - - 35 comments

What do you mean about coding style? OpenRA doesn't integrate with the original code in any way.

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GraionDilach
GraionDilach - - 451 comments

See Ppmsite.com

You're going with agents. WW uses objects everywhere.

Even your coding principles are different. And from those posts of mine, one can clearly tell what I think of yours.

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pchote Creator
pchote - - 35 comments

I get the impression from that forum thread that you've misunderstood something fundamental about how OpenRA works behind the scenes. You're more than welcome to come and chat with us in #openra on freenode if you want to know more about the whats and whys of our engine.

There is a bunch of literature on the internet about inheritance vs entity composition, and I don't see the point in repeating those.
What it really comes down to is that an inheritance system pidgen-holes unit behavior into pre-defined bins, which can severely restrict what different unit types can do.

Want a VehicleType to be able to deploy into something that isn't a BuildingType? you'd better hope that the original developer explicitly allowed for that.
How about allowing a vehicle to act as a unit factory? or garrison a structure?

None of these things should depend on whether a specific actor is an infantry or vehicle or building.

An entity based system (like our traits) breaks the gameplay logic into logically separate chunks, and allows the mod authors to compose them in arbitrary ways.
Want an aircraft that that acts as a gap generator? Just add the trait.
Want a vehicle that has 17 turrets, each with 3 weapons? I don't know why you'd want to do this, but there is nothing stopping you from adding 17 Turret and 51 Armament traits.
Want to define new unit behavior without patching the exe? You can package your new traits into a dll that you ship with your mod.

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Milanium Author
Milanium - - 453 comments

The motto is composition over inheritance En.wikipedia.org which has advantages here. It simply did not exist in the 90s when Westwood were programming their engine.

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GraionDilach
GraionDilach - - 451 comments

Is that paradigm the reason of going C# in the first place as well? Great.

Tho seeing that principle just made me more certain that the codebase will be evolved into spaghetti later with all those compositions and actors. It's just a matter of time and features to add.

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Milanium Author
Milanium - - 453 comments

Actually the opposite is the case. Tiberian Sun had massive problems with their big unmodular non-reusable triggers. Gamasutra.com We also ran into problems when doing hard-coded mission scripts and shifted to a much more maintainable Lua scripting system.

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GraionDilach
GraionDilach - - 451 comments

Yea, AI is wonky over there. Since they actually designed the AI scripts as being much complex and only coded in half of it. So does the bag/idx system in RA2. But those are only bad subsystem designs. Not the entire system being one complete mess, with only the result looking similar.

I'm still sceptical that your approach is better than what WW used. Reminding you, I actually seen the internals of WW designs. And I could understand those, compared to yours.

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pchote Creator
pchote - - 35 comments

There isn't a lot of difference engine-wise between TS and RA2. Most of the hard work will be done as part of our TS project.

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SeriousToni
SeriousToni - - 626 comments

Epic video but you guys really should lower the gamespeed somehow. The game feels always like having too much money and units are too fast. Really!

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NoSoldier
NoSoldier - - 421 comments

If Tib Sun once is included I'd really think about changing the game to something like OpenCNC or something like that.

Otherwise, nice trailer. Even though this game still needs some polishing (Personally I think it's not working as smooth as the vanilla games.) it's really worth a try!

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Milanium Author
Milanium - - 453 comments

Sourceforge.net already exists as for machinists it is short for Computerized Numerical Control. It is not really possible to change the name of the project at this stage. Also keep in mind that Red Alert started it all and is still the most popular of all mods.

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Nokiaman
Nokiaman - - 976 comments

This looks great. C&C games will be always be my favorite. If you manage it to port to Android then this is godsend.

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LocustQ
LocustQ - - 488 comments

Any news about C&C1 on tablets? Very nice works guys! Dont forget about C&C 3D - Renegade-X !

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Lonely_guy
Lonely_guy - - 21 comments

nice!
+Act on instinct! :D

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