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 content RSS feed Playtest 20130902

This is a release candidate playtest. Get your unfair advantage by playing it before everyone else to adjust your strategies first. Please also don't forget to report bugs you encounter to us.

Posted by Milanium on Sep 2nd, 2013

Problem detected?

Please file a report at the OpenRA bug tracker or talk to us in our IRC channel #openra (webchat). It is also a good place to find players for our unstable playtest releases the masses keep the fingers of.


Appearently not much as we are in feature freeze.


  • Filter AI targets based on what it can actually attack. Fixes the bots hunting cloaked units with never being able to strike an attack creating a lot of lag as depicted in the performance graph screenshot on the right.
  • Generate a GL Error if framebuffer creation fails.
  • Updated to SharpFont
  • Fixed RALint.exe System.Exception: Tried logging to non-existant channel debug.
  • Let the AI not command stolen units which will cause lag and exploit detection spam.
  • Added a complete log of incoming data from Session.Deserialize for debugging.

All Mods

  • Renamed sequences/map.yaml everywhere as people confused it with files that control the per-map rules.

Dune 2000

  • Added the Deviator tank that can change allegiances of units (now that the AI can handle it).

Tiberian Sun


  • Fixed crash when trying to change the player color in the lobby.

Still not included!

Red Alert 2 and Tiberian Sun mods, but that does not stop me from posting awesome screenshots taken from developer test builds to tease you to hell. Don't expect this to be included in the release as it is far from stable and polished. However you can already use VXL and SHP(TS) for your own mods!

Post comment Comments
AirborneSn1p3r Sep 3 2013 says:

Can we get a mod where you can fight ra1, td, ra2, dune and ts all at once against each other. that would be amazing! silly but amazing1

+10 votes     reply to comment
Slambert-Anders Sep 3 2013 replied:

It's opensource, do it yourself

+1 vote     reply to comment
TheNodCommander Sep 3 2013 replied:

While open source is awesome, I really do hate it when everyone assumes that because you like it, you are a coder.

+9 votes     reply to comment
Milanium Author
Milanium Sep 3 2013 replied:

It's open source and someone already started it:

+4 votes   reply to comment
dennis93 Sep 3 2013 says:

Yeah but that mod doesnt work with the newest playtest and release.

+1 vote     reply to comment
shadowofholy Sep 6 2013 says:

Renamed sequences/map.yaml everywhere as people confused it with files that control the per-map rules.

you probably did that because of my retardation last week didn't you? :P

+1 vote     reply to comment
Milanium Author
Milanium Sep 7 2013 replied:

Well confusion and it was inconsistent. The filename map.yaml is already used for something else and together with mod.yaml the only one that is hard-coded in the game to define everything.

+1 vote   reply to comment
shadowofholy Sep 7 2013 replied:

sorry to bug you like this but i have another question, is there any way to fix the stuttering that starts about 5 or 6 minutes into the game? it makes it almost unplayable.

+1 vote     reply to comment
Milanium Author
Milanium Sep 8 2013 replied:

There were some regression with AI performance. We released a new playtest to combat that.

+1 vote   reply to comment
shadowofholy Sep 8 2013 replied:

cool, i'll go ahead and update then. thanks.

+1 vote     reply to comment
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