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 Release 20140722

The long-awaited July release is here for the taking with numerous bug fixes and improvements!

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We are pleased to announce the availability of our July release, which includes 619 commits by 27 contributors.The feature list remains the same as for our July playtests, but this release benefits from additional testing and bugfixes. The main new features are:

  • The RA and TD game music can now be downloaded and installed from the in-game music player.
  • Capturing enemy structures in RA and TD will now let you build units from their faction.
  • The maximum tech level can be configured in the lobby options.

Other notable improvements include:

  • Fixed a number of crashes that were introduced in the last release.
  • Fixed issues that occurred when installing from CD.
  • Improved performance and memory usage.
  • Improved scroll-panel behaviour.
  • Added an option to lock the mouse cursor inside the game window.
  • Multiple players can now repair a building at an accelerated rate.
  • Added engine support for diamond-shaped (“isometric”) terrain (an important milestone for our TS mod).

As usual, the full list of changes compared with the June release is available on our wiki.

Capturing enemy structures in TD and RA will now allow you to produce their units.

OpenRA can now download the game music for RA and TD.

Tech levels can be configured in the lobby options for all mods.

Development is progressing well on our Tiberian Sun mod, but it is still several months away from a release.

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Templarfreak
Templarfreak - - 6,721 comments

Is the TS mod free to view like everything else? I'd like to check out that progress personally. =o

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keksek
keksek - - 224 comments

I've asked them about it in the last newspost.
They said: not yet.

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Phrohdoh Author
Phrohdoh - - 2 comments

Technically you can compile the engine yourself to preview the TS mod but it is not at a playable stage yet.
Github.com

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Templarfreak
Templarfreak - - 6,721 comments

That's more of what I meant. I meant is the source viewable in the Github page.

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Milanium Creator
Milanium - - 453 comments

Yes, Github.com

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ApornasPlanet
ApornasPlanet - - 4,118 comments

It would be awesome if you could set the techlevel individually for each player. It would be so much fun to play as a tech level 10 vs seven players at tech level 1 for exemple.

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Templarfreak
Templarfreak - - 6,721 comments

Lol. That would be great, actually.

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MurcDusen
MurcDusen - - 28 comments

Then do some reskins and... voila! Zombie survival mode!

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LocustQ
LocustQ - - 488 comments

Perfect game for tablets! Thank you for the hard work!

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APB_ICE
APB_ICE - - 1,245 comments

Great work as always guys! :)

Just 2 points:

1.) Why exactly was the Soviet sniper's garrisoning ability removed? :( This is disappointing to someone who was really hoping to see pillbox-style garrisoning eventually implemented for all civilian buildings.

2.) Why is the Chrono Tank's teleport-radius so tiny? IMO it should be at least double or triple what it currently is, as its entire function is basically nullified with such a tiny range.

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Phrohdoh Author
Phrohdoh - - 2 comments

The garrisonable Church used old logic and a single civilian structure being garrisonable was odd and out of place.

The Chrono Tank teleports a small distance from its current location as a balancing act.

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