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.

Post news RSS Release 20191117

At long last, OpenRA’s second 2019 release is finally out!

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Just in time for the holiday season, OpenRA release-20191117 is now available with all of the features and fixes that have been tested and refined in the playtest builds over the past few months.

For more details, we hand over to FiveAces who has put together a comprehensive video introduction:

If you don’t like videos, the main changes have been outlined in previous playtest news posts, but here's a short recap of the most notable ones:

The new Tiberian Dawn sidebar.

The Tiberian Dawn in-game interface has received a long-awaited redesign.

The savegame load screen in D2k.

Missions and skirmish games can be saved and restarted later.

Waypoint mode.

The improved waypoint mode allows you to plan your attack strategies.

Other noteable changes to watch out for include:

  • Force Move (Alt) can be used to undeploy Construction Yards and land helicopters
  • Aircraft respond to Scatter orders from the Command Bar (Ctrl + X)
  • Significantly improved behaviour for harvesters, aircraft, attack-move, and unit repair
  • Aircraft-based support powers can be given an attack direction
  • The controversial Allied Hind helicopter in RA has been replaced with the Black Hawk
  • Two new-to-OpenRA missions from the RA Counterstrike expansion
  • The D2k Death Hand missile now works like the original game
  • A collection of Red Alert and Tiberian Dawn balance changes
  • Fixed various issues with left-click mouse controls

And, as always, you can find everything in the full changelog. A new Mod SDK release is also available for the modding community to take advantage of the new release.

Grab the installer now for your operating system from our download page! It has been a long road to this release, and we hope you enjoy it!


nice building previews for Dune :O shows which cells will need to be on the concrete.

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Love the release, but...
I still have occasional problems with issuing commands.
If I want to click to send a unit to go/attack something somewhere,
and I hold the click a few milliseconds too long while moving at all,
it drags a tiny box instead, and my units are unselected.
It should behave like this:
if you have units selected, dragging a box of less than a given area,
simply sends your units to the origin point of the box.

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you have left click orders, right? that's the thing that was irking me since PS1 days.

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As you probably know, you can choose either.
This problem manifests in different ways depending on which click you use to issue the command.
If using left-click orders, it draws a tiny box and de-selects your selected units.
If using right-click orders, it drags the map ever so slightly, keeps the units selected, but the command doesn't register.

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pchote Creator

It sounds like you have enabled both right-click orders AND right-click scrolling. This was a configuration that we didn't expect people to use, and which indeed doesn't work properly.

If you're using right-click orders you should disable right-mouse scrolling and enable middle-mouse scrolling instead.

We are expecting to remove the ability to set right-mouse orders+scrolling in the next release (see

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Any love for the left-click-commands version of this problem?
I actually prefer using left click.

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pchote Creator

I'm not sure why you're seeing problems with left-click orders. The game is supposed to have a 24px dead zone that the mouse can move before it switches to the selection mode - that is a full cell on the map!

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I don't know why... let me fire up the latest build and try again...
Maybe it's not that a box is drawn, maybe it's just that the command isn't issued.
Yeah I think that's it. You don't have to move many pixels before the command is invalidated.
Oh I just remembered the other feature I thought would be cool:
How about some inertia while dragging the map?
You could grab it and pull and it'd slide a while before stopping, like Google Maps.
It'd mean you wouldn't need to do it multiple times to move across a large map,
plus it'd look really slick and modern.

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pchote Creator

Try changing to the "Joystick" scroll mode - its not what you're asking for, but does let you move long distances in a single gesture.

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One suggestion:
During the initial install / run of the program(s), when it asks you if you'd prefer to DL (Quick Install) or transfer (Advanced Install) the game content files, there is no way to minimize the window.

I loaded my ISO of the Allied Disc for Red Alert, and did the transfer. After that finished I wanted to load the Soviet / Counterstrike / Aftermath discs in the virtual disc software, but I couldn't access the Windows System Tray (Where the icon / control for Daemon Tools is) and had to close, then re-open the program repeatedly for each disc.

Not a serious issue, but I was hesitant to click the "Back" button on the Advanced Install menu at first because I was afraid it wouldn't run the install menu on launch next time. Just seems to add a lot of unnecessary confusion that could easily be avoided by being able to minimize the window.

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