About

OpenRA is a highly moddable RTS game engine for classic Westwood 2D games. In fact Red Alert, Command & Conquer and Dune 2000 are implemented purely as mods on it. Tools are provided that allow you to add new units, maps and tilesets even create your own mod. Have a look at the wiki.

Built-In Mods

Red Alert

sovietsThe RA mod for OpenRA is a reimagining of Command & Conquer: Red Alert. It is not just a clone of the original but has improved and rebalanced gameplay. The UI is modernised for higher resolutions and better usabiltiy. It has fully working multiplayer support for both internet and local play (via direct connect).

Tiberian Dawn

Tiberian Dawn The CNC mod for OpenRA is a reimagining of the original Command & Conquer: Tiberian Dawn game. As with Red Alert modern networking and rendering technology is used. Also new features are implemented such as snow terrain, neutral tech buildings and many glitches from the original have been fixed.

Dune 2000

ArrakisThe D2k mod for OpenRA is a reimagining of Dune 2000. A remake of the remake so to speak. It separates itself from the rest of the C&C series in terms of lore, certain game mechanics and file formats, but also shares a lot of technology with it's spiritual successors. Avoid the sandworms and build your base on stable foundations. The spice must flow!

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A10 Napalm Strike Allied campaign mission 2 New main menu for RA (Concept 2)
Blog RSS Feed Report abuse Latest News: Playtest 20150628

9 comments by Milanium on Jun 30th, 2015

Work has been progressing well on our next development cycle, and we are today making a snapshot of this work available in the form of a new playtest release. playtest-20150628 focuses on behind-the-scenes improvements, but also includes a collection of new features and bug fixes.

The most visible changes in this playtest include:

  • Removed the “Enemy unit detected” notification, by popular demand.
  • A collection of TD balance changes based on player feedback. [#8303]
  • Use the repair cursor or order a unit to a repair depot. In D2K a carryall will pick up the actor. [#8056]
  • Units built from the starport in D2K now work with the “select units by type” hotkey. [#8212]
  • Improvements to the player name and color validation. [#8137, #8380]
  • New missions: Nod06b, Nod06c (TD), Soviet02a, Soviet05 (RA), Atreides01a, Atreides01b (D2K).
  • A collection of polish fixes for maps, tooltips, and unit artwork.

On the technical front, improvements include:

  • A collection of fixes for issues found using Coverity Scan.
  • Several new lint tests to detect common YAML errors in maps and mods.
  • Changes towards a more consistent set of rendering traits. [#8171]
  • A Significant rework of the shroud code to prepare for TS shroud and scripted map area changes.
  • Improved support for compiling and running OpenRA on BSD operating systems.
  • Improvements to our Lua API for map authors.

For the full changelog, please refer to the changelog page on our wiki.

Our new in-game map editor has also received a collection of bug fixes, and the ability to view and edit the area outside the playable map area. The old map editor (which we inadvertently broke in the last release - sorry!) has been removed.

If you encounter any problems or bugs (especially anything related to the shroud or any new crashes), then please let us know on our bug tracker or the comments below.

Red Alert Soviet05 screenshot

Press CTRL + P to take a screenshot. The hotkey binding is configuarable via Settings - Input.

Carryall repair delivery

Use the repair cursor in D2K to signal a Carryall to transport an actor for repair!

New map editor

The new map editor is more stable, and updated maps now show correctly in the map selection screen.

TS Shroud

A preview of things to come: work is nearly complete on rewriting the shroud logic to support terrain height.

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Post comment Comments  (20 - 30 of 399)
Valherran
Valherran May 31 2015, 9:31pm says:

Nice test release you got going there. Currently I am messing around with Dune 2000, the new changes you put in are quite interesting. I gotta get used to the way things work and what not to give proper feedback. However, I have one beef with it so far, and that is the Trike/Raider. These things are way too OP against infantry and need to be toned down. One Trike/Raider should not be able to gun down 7-10 Light Infantry, or 5 Troopers before going down.

+1 vote     reply to comment
php_bg
php_bg Jun 2 2015, 6:01am replied:

A full rebalance is planned in the hopefully not-too-distant future, using the original unit/building stats from the original game.

+1 vote     reply to comment
hellodean
hellodean May 27 2015, 6:58am says:

can i suggest for the map editor a "everything mode" where you can use all terrain and units etc.
so if you want to create a world map you could have deserts and tundra and temperate climates on the same map. or atleast transitional from one to the other. say if your based on a mountain the lower is "temperate" but the higher up it goes to "winter" then at the top it can be "snow"

+1 vote     reply to comment
hellodean
hellodean May 26 2015, 12:39pm says:

while playing dune 2000 i was thinking it would be good if there could be an option for units to not auto target structures like they do in the original, if your trying to capture structures while fighting in a base either the units target them rather than units that are shooting at them or your units can kill the engineers with splash damage friendly fire.

+1 vote     reply to comment
php_bg
php_bg May 29 2015, 6:01am replied:

You can try changing the units' stance. The default is "AttackAnything", but you can use "ReturnFire" in that case, so they fire only on units that attack them. Go to the Input tab in Settings to see what the hotkey for cycling the stances is. The default is Ctrl+Z.

+1 vote     reply to comment
Damfoos
Damfoos May 13 2015, 8:40am says:

I can't play OpenRa on my laptop (Samsung NP-N150) even with the updated (from Samsung site) videocard drivers, it says:
"OpenRA requires OpenGL version 2.0 or greater and detected 1.4"

Can I do something with this?

+1 vote     reply to comment
Milanium Creator
Milanium May 17 2015, 7:26am replied:

No sorry, both Intel GMA 3150 graphics and Intel Atom N450 CPU are below the minimum hardware requirements.

+1 vote   reply to comment
Damfoos
Damfoos May 19 2015, 9:28am replied:

That's sad :(

Another question: could you make the OpenRA use external string files for all the ingame text (menu items, tooltips, unit names), just like the RA2 and following had the .str/.csf files? Maybe my info is outdated, but from what I saw, all the descriptions and tooltips are written directly in unit codes, what is not comfortable to edit quickly (somebody may want to translate stuff, in the future). Asking as a nonpro-translator.

+1 vote     reply to comment
Milanium Creator
Milanium May 19 2015, 1:49pm replied:

We have l10n support for the UI though it is completely unused at the moment. Github.com

+1 vote   reply to comment
L()KI
L()KI Apr 26 2015, 9:03am says:

Oooooooeeewh. Looks so sweet.

+1 vote     reply to comment
hellodean
hellodean Apr 10 2015, 8:05pm says:

some feedback/suggestions
i think that the allies could do with a anti-air vehicle,
no superweapons being an tick option would be good
the (normal) A.I. could do to build a few more base defenses

will volkov be in for the soviets at some point?

+2 votes     reply to comment
Milanium Creator
Milanium May 17 2015, 7:28am replied:

The introduction of Volkov wasn't well perceived and we lack artwork for a cameo icon, so probably not.

+1 vote   reply to comment
[OD]Maggy
[OD]Maggy Apr 13 2015, 3:29pm replied:

No superweapons option would be cool. Getting nuked randomly is not fun.

0 votes     reply to comment
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OpenRA
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Released Jan 2010
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