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.

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While this release is mostly about fixing papercuts there is some progress about the next evolutionary step of the OpenRA engine going on in the background.

Posted by Milanium on May 10th, 2013


  • Added debug information about the MIX file stream position to debug strange header decryption problems on Windows.
  • Fixed the C&C options sub-menu displaying the title of the last game played instead of "Options".
  • Removed local pause order lag delay.
  • Changed Red Alert badger bomber health has been increased.
  • Changed Allied cruiser can now move 33% faster.
  • Changed Soviet missile sub can now fire more accurate.
  • Changed Red Alert mammoth tank cannons and missiles have been buffed.
  • Changed Now the oldest, not newest player is promoted to an admin when the current one leaves the dedicated server.
  • Fixed server messages being indistinguishable from player chat.
  • Changed Bots will now surrender when the controlling client drops.
  • Fixed broken in-game player stats in Dune 2000.
  • Fixed crash when changing color in C&C settings menu.
  • Fixed "Nuclear" overbright player colors that break the remapping are now disallowed and also can't be hacked in manually into settings.yaml
  • Changed C&C nuclear missile launch sound to "nuclear missile approaching" notification.
  • Changed C&C construction yard cooldown to 3 s (was 4 s)
  • Removed hard-coded actor strings from crate drop trait.
  • Fixed Singleplayer game remains paused when opening/closing menu quickly.
  • Fixed Dune 2000 for people who used the Red Alert assets from the original CD.
  • Changed Sardaukar HP increased 80 to 100.
  • Changed Dune 2000 damage of siege tanks vs. turrets increased.
  • Changed Dune 2000 tanks will do 100% damage vs. light vehicles.
  • Removed Ordos deviator as it converted units permanently which is too strong.
  • Changed Dune 2000 siege tank turret to rotate again and adjusted the offset accordingly.
  • Changed Dune 2000 rocket tank weapon stats and rotation speed has been weaked slightly.
  • Added a larger version the Dune Boogie map.
  • Removed dirt patches from Dune 2000 repair bay.
  • Changed Range of Dune 2000 tower missile has been redueced slightly.
  • Changed Enemy anti-tank/person mines are now targetable and destructable when revealed by a mine layer:


Not until the next stable release, but in the near future:

  • A gamefile browser/viewer/converter to help modders.
  • Native support for Dune 2000 .R8 format without conversion steps.
  • Support for Tiberian Sun/Red Alert 2 file formats (SHP, VXL/HVA and MIX are done)
Tiberian Sun and Firestorm soundtrack loaded from SCORES.MIX
New Construction Options!
Yuri might be up for his revenge soon.
Post comment Comments
Templarfreak May 10 2013, 2:25pm says:



Tiberian Sun, fixed, the way it was meant to be played. All the annoying bugs in RA2 fixed. OMGOMGOMGOMGOMGOMGOMGOMGOMGOMGOMGOMG

+14 votes     reply to comment
Comanche_Prime May 10 2013, 2:32pm replied:

This dude just meant what i wanted... ;)

+11 votes     reply to comment
Clay_More May 10 2013, 2:49pm says:

oh yes, i hoped for this !

+4 votes     reply to comment
dodgevipergts May 10 2013, 4:00pm says:

when support for RA2 is ready, i'll most likely start using this to makes my mod. Keep up the good work

+5 votes     reply to comment
bsnighteye May 10 2013, 4:07pm says:

Just don't rush! Tiberian Dawn, Red Alert 1 and Dune 2000 must be polished first.
But if you manage to recreate isometric 3D map of Tiberian Sun and RA2:YR and remove all technical inconveniences in it (glitchy physics, bugged projectile falling, f..ed up system of AI positioning) I would have so much respect for this project.

+4 votes     reply to comment
teslaptak May 10 2013, 4:39pm says:

MO 3.0 on OPenRA SOON! tou feel that?

+5 votes     reply to comment
zero99913 May 11 2013, 3:22am replied:

would be awesome! But MO 3.0 will be great anyway!

+1 vote     reply to comment
23-down May 10 2013, 5:32pm says:

Lovely as usual my largest wishes for the following openra versions would be some additional survivor maps perhaps some you can play in coop with friends & the implementation of that KKND port assuming the original modder is will working on it. Also more graphics for the desert theater to make it more appealing for more mappers openra still lacks those maps.

When TS & RA2 stuff comes in also the specific land textures or voxels , graphics what so ever. :)

But I agree with bsnighteye polish the rest first. And most importantly fix all remaining crash issues.

+5 votes     reply to comment
Petrenko May 10 2013, 6:16pm says:

yes yesyesyesyesyesyesyes yesyes ! weeeeeee!

+1 vote     reply to comment
Dude May 10 2013, 9:30pm says:

Quality of life improved by +9001 after reading this news.

+6 votes     reply to comment
OrangeNero May 11 2013, 5:36am says:

why is the preview pic not in the news?

+1 vote     reply to comment
Milanium Author
Milanium May 11 2013, 5:45am replied:

It is a somewhat unrelated concept art I stole from but created with OpenRA's SHP(TS) branch. Not sure if katzsmile will ever release it.

+2 votes   reply to comment
Hijacker May 12 2013, 6:04pm replied:

But if you guys can create something like that preview pic OpenRA 2.0 will be much more beautiful than TS or RA2. That preview pic looks like TS in HD!

+1 vote     reply to comment
Milanium Author
Milanium May 19 2013, 9:04am replied:

My hope is that once we support the TS/RA2 file formats some of the awesome mods hosted at will be available for OpenRA, too.

+1 vote   reply to comment
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