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 article RSS Feed Playtest 20130504

Fewer bugs and crashes as well as a new main menu that gives a better view onto the new shellmap action.

Posted by Milanium on May 4th, 2013

Changelog

  • Fixed bots not building anything when their construction yard is fenced.
  • Removed missing files debug warnings as a preparation for the stable release.
  • Removed game server pinging as problem reports from Mac OS X came in displaying wrong latencies.
  • Removed Volkov as he still consisted mostly of placeholder material.
  • Fixed Red Alert AI building more than 1 production building which does not give any benefits and gave them more descriptive names. The AIs only differ in build order. It is the same algorithm behind all of them with just some configuration changes.
  • Fixed crash for observing clients when allied tech centers get destroyed.
  • Added new map for Dune 2000: "Sand, everywhere!"
  • Changed Dune 2000 explosions back to Red Alert ones as we don't support alpha channels for transparency effects there, yet.
  • Changed Dune 2000 harvester speed from 7 to 6.
  • Changed Fremen to have rocket launchers instead of sniper rifles.
  • Added a build radius to Dune 2000 to combat turret spam in enemy bases after engineer captures.
  • Added stealth raider with icon.
  • Added new C&C map "Bialystok"
  • Added exeption logging for crashes in the lobby.
  • Added a new Generals style Red Alert main menu.

  • Fixed initial shroud reveal for newly produced units in the top left corner.
  • Changed map Nishnekolymsk: added more ore to each player and created free space on the island.
  • Changed Dune 2000 rocket launcher spread increased.
  • Changed Dune 2000 rifle infantry damage vs. heavy armor reduced.
  • Changed Dune 2000 missile artillery damage slighly buffed.
  • Changed Dune 2000 tank damange vs. concrete (turrets) slightly buffed.
  • Changed Harkonnen can now build quads containing more firepower without outpost for deadly rushes.
  • Fixed bogus encrypted mixfile header detection: fixes crash with the music track "Mud".
  • Fixed incomplete bridge repair problem on Allies02.
  • Changed Dune 2000 infantry walking speed has been lowered a little.
Post comment Comments
Templarfreak
Templarfreak May 4 2013, 2:30pm says:

Didn't sand in Dune 2000 make infantry walk slower?

That should be something that you guys should implement anyway just for the hell of it, allowing a lot more modding capabilities. A tag that can be added to tiles, like:

SlowsInfantry=yes
SlowsVehicles=yes

Than something like this to determine how much it slows them

Vehicle.SlowSpeed=1.00 <-- This will not reduce speed, but a value like 1.50 would cut it in half.

+1 vote     reply to comment
Milanium Author
Milanium May 9 2013, 4:28am replied:

Vehicle speed is already terrain specific and can be defined with percentages per unit as well as inherited to all infantry/vehicles.

+1 vote   reply to comment
23-down
23-down May 4 2013, 8:14pm says:

Another thing I noticed and we've tested it today in this current released build on Red Alert mod is that the walls are much to strong. While in original c&c they were literally useless now they appear much to strong.. My buddy just locked in some ai players (hard + high tech ai) and even with countless bazooka inf and tanks they weren't capable to crushing those walls in time before he set another wall formation in order. He locked their entire bases inside walls. Just for testing and fun purposes. I suggest also to make em extremely vulnerable to nukes as nukes shouldn't let anything standing in tact.

You should probably weaken walls by 5% to 10% I'm not sure.

Then there's one more request give the soviets an aero transport perhaps once they have build their air fields it's somewhat unfair that soviets can't reach certain points fast with infantry while the allies can (speaking of islands with oil platforms in this case.). Also not a bug fan that you removed choppers for the soviets. I can accept the removal of ground troop transports but choppers?

+1 vote     reply to comment
Milanium Author
Milanium Sep 22 2013, 3:30am replied:

Soviets still have the APC and hovercraft.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
OpenRA
Platforms
Windows, Mac, Linux
Developer & Publisher
OpenRA developers
Engine
Custom Built
Contact
Send Message
Official Page
Openra.net
Release Date
Released Jan 18, 2010
Game Watch
Track this game
News
Browse
News
Report Abuse
Report article
Related Games
OpenRA
OpenRA Single & Multiplayer Real Time Strategy
Related Engines
Custom Built
Custom Built Commercial Released Sep 1, 2007
Related Groups
OpenRA developers
OpenRA developers Developer & Publisher with 12 members