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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⬇ Download for Linux/Mac/Windows


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Blog RSS Feed Report abuse Latest News: Release 20150424

13 comments by Milanium on Apr 24th, 2015

This release a huge step forward for the Dune 2000 mod in particular. It includes just shy of 1000 commits by 53 contributors, the culmination of six months of relentless work. With more than 2000 files and 210,000 changed lines it is one of our busiest development cycles to date.

A large development focus has been on the Dune 2000 mod, which contains the most visible changes. A new sidebar, sandworms and Carryalls are the big new features, which should make any Dune 2000 player feel more at home in our mod. Additionally, the OpenRA.Utility now supports importing maps from the original Dune 2000 game, so we hope that the number of maps and of course the number of players will increase in the near future!

The other mods were not neglected, though. In Red Alert, the standout feature is the support of playable factions such as Russia, England, France, Ukraine and Germany. In both Red Alert and Tiberian Dawn, new single-player missions are available that will keep you occupied.

Of course, we have not only improved the mods themselves. Here is a list of changes that affect the game in general:

  • The server browser shows and allows joining games from any installed mod.
  • It is now possible to disable the “short game” mode that was forced in the past.
  • The player name and colour can now be set up in the settings dialog.
  • When creating a server, the game informs the host about port forwarding issues.
  • Left-click mouse orders have been markedly improved.
  • Some missions now support difficulty levels.
  • A huge number of smaller gameplay fixes and improvements, including:
    • Friendly units blocking the exit of a production building will now move out of the way if needed.
    • Units will no longer hunt cloaked units.
    • The spy plane in Red Alert will no longer lure your anti-air capable units across the map.
    • Planes will no longer collide with helicopters and push them out of the way.
    • Your faction will not be revealed to enemies when you have selected a random faction in the lobby.
    • In sell mode, the tooltip will now show the expected refund value for structures.
    • Harvesters should now no longer block themselves at refineries, and also make use of all available refineries if the nearest ones are occupied.
  • A similarly massive number of performance improvements have been made in this release.
  • Many race conditions and crashes have been fixed across the board.

For the complete list of changes, please visit our changelog page.

A note on key bindings: In the previous release, the key to toggle team chat was changed to ‘Alt’, which, looking back, was an unfortunate decision. It has been reverted to ‘Tab’ in this release, where it serves a double role: on an empty line, it toggles team chat, otherwise it auto-completes player names.

For modders and mappers, there have been quite a few important changes as well. We have introduced a new map format, to which maps running on this release will be updated automatically. All of the shared engine code has been moved into the OpenRA.Mods.Common project, so that third-party mods can drop their dependencies on our game mods. A lot of code has been changed to enable features that will be needed by the Tiberian Sun mod. One important change for Red Alert mappers is that the gem mine has been replaced with a new one. For more details, check out the changelog, as well as the trait and Lua API documentation.

Looking forward, we hope to get the next release out faster than this time around (famous last words!). Feature-wise, you can probably expect the first appearance of the in-game map editor in the next release, in addition to much of the things that are currently in our pull request queue. Beyond that, we will see… If you want to keep track of the development, keep an eye on the release milestone and the development changelog.

We will also try to make more use of our YouTube channel to show off new and little known existing features, provide mission walkthroughs and other content, so watch and subscribe!

Now enough with the talking! Head on over to our download section, grab the installer for your OS, and enjoy the game!

The long awaited sandworms and Carryalls have finally arrived in our Dune 2000 mod!

Playable countriesRed Alert now has playable country factions, and matching choices for random faction selection.

Overhauled server browserThe server browser now lists games from all available mods, and also allows joining games across mods.

Mission difficultySome missions have received support for multiple difficulty levels.

Refund tooltipIn sell mode, the tooltip will now show a structure’s expected refund value.

Tiberian Sun teaserBehind the scenes, the still unreleased, work-in-progress Tiberian Sun mod has received support
for some crucial features. Keep an eye out for more news and media about TS on our Facebook page!

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Post comment Comments  (20 - 30 of 375)
SMIFFGIG
SMIFFGIG Jan 10 2015, 8:36am says:

A 'Classic' mode would be nice, which set all the unit/building values to exactly what they were in RA/TD and excluded any new units.

This would be especially useful for when the original campaigns are included with the mod.

+4 votes     reply to comment
InStars
InStars Mar 4 2015, 10:04pm replied:

Actually there was some guy in OpenRA forums making a classic RA mod, I believe it's even in a playable state now.
Offcourse it's not 100% there yet, but the progress is going on.

+1 vote     reply to comment
Milanium Creator
Milanium Mar 7 2015, 10:31am replied:

There is no such thirdparty mod to our knowledge, sorry. However this is ModDB so what are you waiting for? :D

+2 votes   reply to comment
GraionDilach
GraionDilach Jan 21 2015, 9:32am replied:

They never will do that, never even tried. Matthias went on to classic C&C communities, tried to sell OpenRA as better and demanded classic RA fans to support ORA and agree with their changes without any option. When fans told him he's doing bad, he axed classic RA support idea entirely, blaming the community for everything.

I can't wait to see the backlash when they finish the rape of OpenTS.

-4 votes     reply to comment
TiberFCSL
TiberFCSL Mar 10 2015, 5:55am replied:

I think that Graion has a strong point, in fact I don't think it's good to make a customized Red Alert mod, I'd just like to play the original game with a better engine, not some kind of "imitation".

But I still think that this project is way too good just because of the infinite posibilities of the new engine. Maybe I will not play RA mod nor TS mod but I'm definitely going to play Rewire and seriously consider making mods of my own.

+1 vote     reply to comment
pchote Creator
pchote Jan 24 2015, 6:24am replied:

********. I (not Matt) axed the classic mods because it was wasting a developer time towards an unachievable goal ('exact' values are impossible without knowing the full details of the engine internals), and because the original motivation of the classic mods (extending an olive branch towards people like yourself) was based on a flawed premise - you're going to complain no matter what we do, so there's no point wasting our time trying to pander to you.

I normally try to be more diplomatic in my responses, but your comment is so wrong and hostile that I don't see the point in spending the time on careful phrasing.

+4 votes   reply to comment
GraionDilach
GraionDilach Jan 24 2015, 7:56am replied:

You're comparing yourselves to OpenTTD. And that IS the ********. OpenTTD CAN 95-99% imitate the TTD gameplay (excluding the AI when they implemented their NoAI framework instead of their TTD AI reimplementation (tho there's SimpleAI) and some pathfinding stuff (fixes in NPF)), every other change in OpenTTD can be disabled. Yes, you can disable drive-through bus stops, etc.... you can play Transport Tycoon Deluxe in OpenTTD.

Heroes 3 VCMI is also a project which aims to recreate Heroes 3... and it also does not try to shovel it's own stuff to the base game.

These are engine recreation projects, not game recreation projects. Back to OTTD terms, OpenGFX and OpenSFX contains no actual changes in gameplay.

My personal hate towards OpenRA comes from the fact that you treat OpenRA as "the RA equivalent of OpenTTD" and that's simply not true. You have changed everything under the hood due to your personal preferences and without an option to revert, it's quite not what OpenTTD did.

When OpenRA introduces it's own equivalent of OpenGFX and OpenSFX, then I probably will stop bitching about it, but until then, I'll keep my opinion. Because until then, you just abuse the availability of the RA graphics to make your own game.

TS Rewire might be a good solution to prevent something like this at TS anyway, with axing "retro" TS completely and simply using the Rewire art to differ the hoods as well.

-2 votes     reply to comment
php_bg
php_bg Jan 24 2015, 8:04am replied:

Do you even hear yourself? You are comparing apples with ... chairs. Tell me again what game OpenTTD recreates, and then read the answer to yourself please.
After that you can try actually reading what he told you.

+3 votes     reply to comment
GraionDilach
GraionDilach Jan 24 2015, 8:29am replied:

They call their apple a chair, dude. Or you mean that because it's not an RTS, they can't be compared?

Both can be modded, both has a "source game" which has a layer of engine, rules, graphics (TTD: exe, grf-nfo, grf-pcx, RA: exe, ini, shp, OpenTTD adds grf-nml next to nfo, OpenRA substitutes ini with yaml).

OpenTTD concentrated to recreate the logics first been in TTD, then went on to add new ones, OpenRA loosely recreated logics then added new ones, meanwhile adjusted balance according to them.

Technically speaking, while they are different genres, they still can be compared, just due to the similarities of their original engine setup, their feature development history and principles and accuracy of their source game.

You're either ignoring the facts or you just don't want to see what I talk about because otherwise I couldn't be classified just into "haters gonna hate".

But hey, you tried.

-3 votes     reply to comment
pchote Creator
pchote Jan 24 2015, 5:28pm replied:

I'm not really sure what your point is here. You are correct that OpenRA is not an open-source drop-in engine replacement for the original game (which one? OpenRA targets more than just Red Alert), but we have never claimed that we were. If you want a drop-in engine replacement, then you are welcome to resurrect the dead FreeRA/CnC projects and rework their logic to properly match the original games.

The OpenRA engine is a toolkit that can natively load the original asset files (art/sound/video, but not rules) plus a flexible framework for writing RTS game logic. Our default mods build on this to provide games that recreate the character and gameplay of the originals, with modern conveniences and other changes that have been driven by our community.

You might insist on making up your own version of our project goals and history, but you look like a lunatic when you go around the community / news posts (note to others: this isn't the first time) ranting about your offense over them.

+4 votes   reply to comment
Milanium Creator
Milanium Jan 24 2015, 9:48am replied:

I am personally a huge fan of Transport Tycoon Deluxe and I really like the changes from the original listed at Wiki.openttd.org and although some drastically change gameplay, I would never dare to come to their boards and flame about them building upon the popularity of the classic, but not re-implementing without doing changes. That is the whole point of these Open Source game clones. Otherwise DOSBox would do the job with a lot less effort. The different approach you describe is due to the nature of how things started. OpenRA was a rewrite from scratch taking modern RTS engine design into account while OpenTTD began with disassembled binaries and started porting features from fan patches. Try dropping your fundamentalist world view for a second.

+2 votes   reply to comment
php_bg
php_bg Jan 24 2015, 9:58am replied:

I think you are trying not to hear the "it cannot be copied exactly without a very, very deep understanding of the original engine (and nobody knows how it looks)" part. I've seen such arguments in other forums...
And I was talking exactly about the fact that OpenTTD is a chair, because it actually builds upon the original game.

+2 votes     reply to comment
Milanium Creator
Milanium Jan 24 2015, 4:28am replied:

I am blaming no one. Just thought there was demand for such a mod which was more difficult to create than expected with the hard-core fans looking at every detail. There was also no one wanting to help and we did not have the developer resources as the team was small so we had to abandon the plan. Instead we point everyone who wants the classic gameplay to the very popular Cncnet.org service which is also partly Open Source. I am a bit sad about this split community and all the hate from people like GraionDilach. It is really demotivating. Criticism is okay, but these personal attacks are unfair. This is a hobbyist project developed in spare after work time and donated to the community for free. :(

+3 votes   reply to comment
ApornasPlanet
ApornasPlanet Jan 6 2015, 7:41am says:

when do we get the next update?

+3 votes     reply to comment
Milanium Creator
Milanium Jan 18 2015, 2:45pm replied:

Now.

+3 votes   reply to comment
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OpenRA
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Released Jan 17, 2010
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Jan 18 2012, 10:30pm by Torpedo1986

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