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.
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:
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 now uses the original translucent explosion effects.
The overhauled lobby interface offers several new game options.
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.