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 Playtest 20130713

Fixes and improvements plus some nice community contributed pixel art for mappers with an eye for details.

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We had to re-release because of a known issue with the recent restriction of packet sizes. Please download playtest-20130713-2.

Changelog

  • Overhauled lobby layout.

  • Added a new mine for gems.
  • Added new Russian and Asian house as well as rice field.

  • Added several community created map decorations like utility poles, ammo crates and tank traps for mappers with attention to detail.

  • Fixed infantry not being able to attack units from some angles.
  • Added hospital tech structure that allows infantry to auto-heal.
  • Added dinosaurs as buildable units from the C&C Biolab.


  • Red Alert Mammoth tank build time reduced to 36 seconds.
  • Tesla coil price reduced to $1200 and firing delay increased.
  • Added starting units configuration to the C&C lobby (MCV only, light support, heavy support).
  • Improved dog attack behavior.
  • Fixed missing Dune 2000 weapon sounds.
  • Fixed Dune 2000 statistics tracking.
  • Disabled bots on several maps where they don't work well.
  • Fixed exploit related to support aircraft.
  • Significant improvements to pathfinder performance when ordering units to areas they cannot reach.
  • Added giant ants and larvae as well as zombie creep actors.


  • Added huge island map Athena

Developer Notes

To everyone who wants to submit source code patches: we now support EditorConfig and StyleCop.


Comments
Templarfreak
Templarfreak

I think as far as coding goes, you guys need to fix the C&C Dll. It doesn't let you go as far as you can with the RA1 mod, where you can have seperate UIs per side, and you can't add a ship button either.

Or at least if you can do this, I haven't figured it out.

Reply Good karma Bad karma+2 votes
Scott_NZ Creator
Scott_NZ

You can do just as much in the C&C mod. Can you elaborate on your problems?

Reply Good karma+2 votes
Jagreaper
Jagreaper

Damn, Now we're going to have Zombies in RA1? I can only imagine what kinda Solo/Co-op mission you could have with that.

Reply Good karma Bad karma+3 votes
SeriousToni
SeriousToni

I really like the unit pictures :)

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