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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Weather effects on Fort LoneStar
Comments
Morpher
Morpher

I spent a LONG time getting something like this working in Tiberian Sun, I think it can really add a nice ambient effect to maps, hopefully see snow at some stage too?

Reply Good karma Bad karma+1 vote
GraionDilach
GraionDilach

Weather effects are work in progress. Right now only flashing, day-night scripts (changing map lighting) and ambientsounds are possible.

Reply Good karma Bad karma+3 votes
Morpher
Morpher

I have a relatively largish animation (not laggy) I use for rain attached to invisible buildings that requires power. Map triggers changing the owner of pre-placed off map power stations can stop and start a rain cycle. I imagine OpenRA can develop a way better system than this.

Reply Good karma Bad karma+1 vote
Milanium Author
Milanium

It will be done through particle effects. See Github.com for implementation details and Imgur.com for a preview.

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Description

We are currently experimenting with lighting as well as scripted flash effects and matching sounds.

Details
Date
Duration
Size
1280×720
Filename
weather-effects-on-fort-lonestar.mp4
Options
URL
Embed
Share
New
Add media
Feed
RSS
Report
Report