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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More game options, an improved music player widget and work towards the new world coordinate subsystem which enables optional 2.5D support.

Posted by Milanium on Aug 4th, 2013

Please help us test this extensively as a lot of underlying code with regards to shroud/fog as well as how we calculate distances and animate sprites has changed underneath.


Changelog

  • Added starting units configuration to the lobby (MCV only, light support, heavy support).
  • Overhauled Fog of War to freeze the state of resource, smudge, and structures.
  • Overhauled weapon projectile physics and rendering.
  • Unified tooltip behavior between C&C and RA/D2K.
  • Added lobby options for disabling shroud and fog of war.
  • Unified the music player between C&C and RA/D2K and fixed a lot of bugs in it.

RA

  • Added public countdown timers to A-bomb and GPS.
  • Fixed chronotank teleport sound.
  • Improved chronoshift interaction with vehicle husks.
  • Added build limit to iron curtain and chronosphere.
  • Removed bibs from iron curtain and chronosphere.

C&C

  • Fixed Nod01 mission.
  • Fixed mouse cursor colors.

Engine

  • Significant additional work towards TS/RA2 terrain support.
  • Added audio device configuration.
  • Added support for D2K R8 images.

Upcoming

Tiberian Sun is on it's way though looking very work-in-progress with terrain and building overlays still missing and old placeholder widget graphics being used:

It is therefore not packaged yet and only available from our development repository.

Post comment Comments
NoSoldier
NoSoldier Aug 4 2013, 9:31am says:

Working Dropships (for infantry) <3 ^^

Will there be at any point every mission implented? [Of all the games.]

+5 votes     reply to comment
Templarfreak
Templarfreak Aug 4 2013, 11:07am replied:

IT seems a possibility, they just need someone to do it. The actual C&C missions were community-made, if I remember correctly.

+4 votes     reply to comment
Milanium
Milanium Aug 4 2013, 2:23pm replied:

We currently require missions to be hard-coded in C# and compiled into the Mod DLLs Github.com which so far only few people have tried and explains the lack of contributed missions. As the mission formats from C&C, RA and even D2k just recently have been completely reverse engineered it is entire possible to implement them or at least have legacy format converters. It is just a huge task. If you don't know how to program yourself, you can start a mini-fundraiser at Bountysource.com to get this done by an experienced developer.

+3 votes     reply to comment
Comanche_Prime
Comanche_Prime Aug 4 2013, 9:31am says:

Its a great job you guys doing, good work!

+4 votes     reply to comment
Templarfreak
Templarfreak Aug 4 2013, 11:06am says:

OMGOMGOMGOMGOMGOMGOMG TS WORKING TRANSPORTS OMGOMGOMGOMGOMG

+4 votes     reply to comment
OmegaBolt
OmegaBolt Aug 4 2013, 11:27am says:

By "TS/RA2 terrain support" do you mean isometric cells as well?

+4 votes     reply to comment
Milanium
Milanium Aug 4 2013, 2:17pm replied:

Yes and a proper Z coordinate for hills and cliffs.

+5 votes     reply to comment
OmegaBolt
OmegaBolt Aug 5 2013, 11:08am replied:

Very nice.

+1 vote     reply to comment
Templarfreak
Templarfreak Aug 4 2013, 11:38am says:

So judging from the look of these images:

With the Aircrafts, it looks like you got the basic animation down (How TS/RA2 will automatically rotate the Voxels)

It looks like you don't have all the Infantry Sequences converted.

And looking at the Vehicles, it looks like you don't have turrets yet.

+3 votes     reply to comment
Milanium
Milanium Aug 4 2013, 2:19pm replied:

Yes, Voxels are rendered dynamically as 3D models and the combination with SHP turrets also works. Which infantry sequences and tank barrels am I missing?

+2 votes     reply to comment
truenightmare
truenightmare Aug 4 2013, 4:36pm says:

I remember seeing a bug in the last public release were the building radius was much larger then what you could actually build in. not sure if I'm the only one that has this probably but it does make it confusing

+2 votes     reply to comment
cj91198
cj91198 Aug 4 2013, 5:59pm says:

will you be adding ra2(i read Ts/Ra2 terrain support and it made me think of it) to the bunch that would be pretty cool (well i mean after tib. sun of course)

+1 vote     reply to comment
NoSoldier
NoSoldier Aug 4 2013, 6:55pm replied:

Don't think so (At least not officially ;)) actually because RA2 isn't freeware like TS, TD and RA 1.

+1 vote     reply to comment
Milanium
Milanium Aug 5 2013, 11:57am replied:

I have not really started setting up the sequences and checking which features need to be implemented, but it could be next. Without the convenient [Download Assets] button though for the said legal reasons. We can still provide a original CD ripping option or tell gamers to get the assets themselves from the backstreets of the internet.

+1 vote     reply to comment
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OpenRA
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Westwood 2D
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Released Sep 19, 2010
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OpenRA
OpenRA Indie Single & Multiplayer Real Time Strategy
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Westwood 2D Proprietary Released Aug 30, 1995
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