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 Release 20130915

Our September release is another huge jump, with over 1,100 changes and improvements by 17 authors.

Posted by Milanium on Sep 14th, 2013

The headline changes in this build are:

  • Refined Fog of War behavior (buildings and ore/tiberium/spice are now frozen as they were last seen).
  • Added game options for starting units, starting cash, team construction, shroud, fog of war.
  • Reworked engineer behavior - C&C again uses the “classic” behavior, and RA/D2K external (C&C Generals style) capturing.
  • Overhauled firing, projectile, and explosion effects for all mods.
  • Native support for the D2K game files, significantly improving the artwork and sound quality.
  • Fixed windows installer problems.
  • A lot more bug, crash, and performance fixes.

Please note that OpenRA now requires GPU support for framebuffer objects. This should not be a problem for most computers manufactured in the last 5-7 years, but some older high-end GPUs may not work from this release onward.

The full list of changes is far too large to include here, so we recommend clicking through to the human-optimized changelog or full list of commits. If you’d like to get involved, the best point of contact is our IRC channel #openra (webchat).

This release also adds beta support for Tiberian Sun and Red Alert 2 assets. Work has started on an official Tiberian Sun mod, but we don’t expect this to be ready for several more months. In the meantime, modders can take advantage of the new voxel and shp(ts) support in their own projects.

D2K explosion effects

D2K now uses the original translucent explosion effects.


New lobby options

The overhauled lobby interface offers several new game options.

Voxel demonstration
An early test showing voxel units in OpenRA (we have no plans on shipping this!).



We have also taken this time to overhaul our website. It’s hot off the virtual press, so please let us know if you spot any typos or rendering glitches.

Post comment Comments
Petrenko
Petrenko Sep 14 2013, 1:45pm says:

awesome! hope the forums will be integrated in your website soon.

+4 votes     reply to comment
Milanium Author
Milanium Sep 16 2013, 2:16pm replied:

Good idea Github.com

+1 vote   reply to comment
Guest
Guest Sep 14 2013, 1:56pm says:

Game crashed when i started to play monster truck madness map

+5 votes     reply to comment
Milanium Author
Milanium Sep 14 2013, 2:18pm replied:

Thanks for the report, added it to Github.com so we don't forget.

+3 votes   reply to comment
nairdaqwe
nairdaqwe Sep 15 2013, 1:51am replied:

The Desura download isn't updated.
I uninstalled the game in Desura and downloaded and installed again but still, it
s the 201305 release.

+1 vote     reply to comment
Milanium Author
Milanium Sep 15 2013, 6:19am replied:

We submitted the changes, but I don't expect authorization by Desura Ltd. staff before Monday Australian time zone. Go with Open-ra.org for now.

+2 votes   reply to comment
Milanium Author
Milanium Sep 16 2013, 6:48pm replied:

Update: patches have been authorized.

+1 vote   reply to comment
TheNodCommander
TheNodCommander Sep 14 2013, 2:10pm says:

"...and RA/D2K external (C&C" Why?

+5 votes     reply to comment
nairdaqwe
nairdaqwe Sep 15 2013, 1:28am says:

Wow..
Thanks OpenRA team.

Keep up the good work :)

+2 votes     reply to comment
Templarfreak
Templarfreak Sep 15 2013, 3:04am says:

I say just make an option in the lobby to enable Generals-Style capture method and give C&C and RA1 their original capture methods back.

(IE Instant for C&C and RA1 Multi-Engineer.)

I think D2K is also instant originally, correct?

+3 votes     reply to comment
Templarfreak
Templarfreak Sep 15 2013, 3:12am replied:

Personally, I never liked Generals Capture-style. They made the basic infantry of all sides capture buildings, but so slowly. And for one side I think you even have to research it. It was not even worth the effort to attempt to capture buildings and so most games ended up just being either Tank Rushing or Mass Super Weapons, because defenses were actually kinda good so the only way to break them would be a bunch of Marauder Tanks or something...

Westwood, for the most part, knew what they were doing when balancing games. They could of done better, but the main idea of most of the C&C games were really proof of concept. They weren't meant to be perfect and balanced.

Honestly, I'd rather have Engineer rushes back than just mass tanks every game. Gives me something else to do, whether I'm doing it or protecting myself from it.

IMO, it's something a lot of RTS developers forget about. There's more than one kind of balance.

The more common style is the Rock-Paper-Scissors balancing. This is not good because it ends up cutting out a lot of other strategies, because one players entire army has the counter to everything, than everybody does that. Than there's no diversity in play-style or unit composition. It turns an RTS into Risk, all about positioning and Micro instead of bold economic decisions or hiding tech to make a surprise unit composition that your opponent is not ready for.

+3 votes     reply to comment
Victor_Frankenstein
Victor_Frankenstein Sep 15 2013, 1:44pm replied:

I agree with you, comrade. I personally want to choose the capturing style when creating a game (instant/multi/Generals-style)

+1 vote     reply to comment
Milanium Author
Milanium Sep 22 2013, 4:05am replied:

While it is a valid and powerful tactic to sneak in engineers, this frustrated newbies who got trolled at their first game plus in the last tournament we saw some effective, but boring games when construction yards got taken over early and you could do nothing against it: Twitch.tv

+1 vote   reply to comment
SeriousToni
SeriousToni Sep 15 2013, 1:45pm says:

Wow the installer finally works - great job!

+1 vote     reply to comment
bsnighteye
bsnighteye Sep 18 2013, 12:48pm says:

Found several bugs:
1) Trees are just static objects and cannot be destroyed.
2) Force fire mode make no sense. Units continue to attack selected point even when next order is to move somewhere - fire ends only when point gets out of the range of fire or another fire order is commited.
3) Tanks can be chronoshifted inside Chinook helicopter.

+1 vote     reply to comment
Scott_NZ Creator
Scott_NZ Sep 20 2013, 12:19am replied:

Trees will be destroyed if you use enough force. Nuking them will work. Make sure you're using the latest version of the game too.
The current turreted unit setup is intentional, and extends past force fire. It's supposed to let you order your tanks to engage particular enemy units and retreat at the same time for example. You can get a unit to stop attacking if you use the stop key (S by default).
I suggest that you make a ticket for any outstanding issues. You can make tickets over at Bugs.open-ra.org

+1 vote   reply to comment
Victor_Frankenstein
Victor_Frankenstein Sep 21 2013, 7:15am replied:

Umm, where's the Volkov???

+1 vote     reply to comment
Milanium Author
Milanium Sep 22 2013, 3:27am replied:

He is gone since Moddb.com as weapon sounds, icon and voices were ripped from other project like the non-Freeware Red Alert 2 game and A Path Beyond mod so we don't have any permission to include this. You can still add his sprites to your maps as a non-cyborg GNRL with the Stavros voice.

+1 vote   reply to comment
Guest
Guest Sep 19 2013, 11:00am says:

This comment is currently awaiting admin approval, join now to view.

Milanium Author
Milanium Sep 19 2013, 12:48pm replied:

I am also angry that my reply was removed and I am too lazy to repost it, so TL;DR: thanks for the heads up, but don't expect a change there. By the way: we don't really have control over this website. ModDB staff needs to authorize every news we post etc. and I think you really should register. Might have been too many people giving you a downvote marking this as spam. The matter was discussed in our IRC chat. Logs.ihptru.net

+1 vote   reply to comment
Guest
Guest Sep 19 2013, 4:53pm replied:

This comment is currently awaiting admin approval, join now to view.

bsnighteye
bsnighteye Sep 21 2013, 1:56am replied:

Hammer and sickle is illegal only in 6 countries (not in most of them as you said). And it's symbol of labor, not totalitarism. Stalin didn't invented that symbol because it's international. Want to blame totalitarism - blame Stalin. Ban him and his portraits! BTW, he died in 1953.

+2 votes     reply to comment
Victor_Frankenstein
Victor_Frankenstein Sep 20 2013, 12:17pm says:

I DON'T AGREE with this ANONYMOUS. Hammer, sickle and red star were not only communists' symbols but they're a symbols of RA series too. RA series ALWAYS HAD these symbols. ALWAYS. And these will NOT be changed in ORIGINAL GAMES. In addition to all that, there were NOT WWII in RA series. Go play RA1 if you want to know what the universe is this and ONLY AFTER THAT ask devs to change the logo.

P.S.: These f*cking laws are an absurd. Anonymous' post is unreasonable IMO.

+2 votes     reply to comment
dennis93
dennis93 Sep 22 2013, 7:38am says:

is there gonna me an option to save your games and missions?

+1 vote     reply to comment
Milanium Author
Milanium Sep 29 2013, 3:00am replied: +1 vote   reply to comment
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OpenRA
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Released Jan 18, 2010
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