OpenRA - News Feed 2015-03-29T11:00:00Z OpenRA developers,2015-03-29:/news/playtest-20150329/ Playtest 20150329 2015-03-29T11:00:00Z 2015-03-29T11:00:00Z <p>The next release is drawing closer as we enter the feature freeze phase of the development cycle with this new playtest.</p> <p>You can help our efforts to create a stable and balanced release by testing and <a href="">reporting bugs</a> or <a href="/community/">giving feedback</a> on our various social media sites and forums, or simply in the comments section below.</p> <p>Since the last playtest, we have continued our focus on the Dune 2000 mod, which has received a brand new sidebar. The sandworms feature has been polished, and harvester insurance has been added, so if you lose your only harvester to a sandworm, it will be replaced automatically, for free!</p> <p>Those players that mourned the loss of the left-click orders option will be glad to hear that is has returned, better than ever. A new contributor took it upon himself to re-implement it in a way that avoided the numerous problems the earlier implementation had.</p> <p>Other highlights include:</p> <ul> <li>In sell mode, a strucuture’s tooltip will show the expected refund value.</li> <li>Spy planes in Red Alert will no longer lure your anti-air capable units across the map.</li> <li>Airplanes will now fly higher and not push helicopters out of their way anymore.</li> <li>Harvester logic has been improved to make use of all available refineries and to avoid blockages.</li> <li>New missions: Allies03b and Allies05a for Red Alert, and GDI05a, Nod02a and Nod02b for Tiberian Dawn.</li> <li>More memory usage and performance improvements.</li> <li>On Linux, the <code>.orarep</code> file extension will be associated with OpenRA so that replays can be started from a file manager with a simple double-click.</li> </ul> <p><a href="">The changelog</a> has the full list of fixes, changes and new features.</p> <p>Head over to our <a href="/download/">download section</a> to find the playtest installers.</p> <p>A note on map compatibility: already with the last playtest a new map format was introduced which is not backward-compatible with last October’s release-20141029. This means that if you have downloaded custom maps from <a href="">the Resource Center</a> or elsewhere, these maps will have been automatically updated to the new map format once you have run this or the previous playtest. If you later go back to the release version, it will not be able to parse the new map format and crash. You can avoid the problem by either deleting the contents of your <code>map</code> folder, or by making backups of the <code>map</code> folder and restoring that when you switch back to release-20141029. We should have mentioned that in the news post for the last playtest already, and apologize for any inconvenience that omission caused.</p> <div style="text-align:center"> <p><img src="/images/news/20150329-ra-randomcountries-dropdown.png" alt="Random Countries" /></p> <p>It is now possible to select a random country from among each side in Red Alert, Allies or Soviets.</p> <p><img src="/images/news/20150329-cnc-refund-tooltip.png" alt="Refund value in tooltip" /></p> <p>Tooltips now show the refund value when sell mode is activated.</p> <p><img src="/images/news/20150329-d2k-sidebar.png" alt="Dune 2000 sidebar" /></p> <p>The new Dune 2000 sidebar.</p> <p><img src="/images/news/20150329-ts-snow-preview.png" alt="Tiberian Sun Snow Preview" /></p> <p>Behind the scenes, the work on the Tiberian Sun mod reached another milestone.</p> </div>,2015-01-18:/news/playtest-20150118/ Playtest 20150118 2015-01-18T10:18:00Z 2015-01-18T10:18:00Z <p>We wish everyone a late happy new year and prepared a new playtest which builds upon our <a href="/news/release-20141029/">Halloween release</a>.</p> <p>The main focuses of this release were improving stability and performance, as well as implementing some of the missing features that make Dune 2000 unique.</p> <p>These playtest builds provide a snapshot of our current development for feedback by our testers. You can help shape the future of OpenRA by testing them and <a href="">reporting bugs</a> or simply letting the <a href="/community/">community</a> know what you think.</p> <p>Some highlights in this development build are:</p> <ul> <li>Added carryalls and sandworms to the Dune 2000 mod</li> <li>Added countries (with their own unique abilities) to the Red Alert mod.</li> <li>Added an often requested lobby option for disabling the “Short Game” mode.</li> <li>Improved performance and memory usage across the board.</li> <li>Added hardware cursors support for smoother mouse movements.</li> <li>Added new missions: GDI 03, Soviet 01 as well as Survival 01 and 02.</li> <li>Fixed Fort Lonestar and the Dropzone minigames not starting.</li> </ul> <p>See the <a href="">changelog</a> for more details on the playtest changes and bugfixes.</p> <p>The playtest-20150118 build is available from the <a href="/download/">download</a> page.</p> <p>We have put a lot of work into streamlining our development and release process, which included a shake-up of our Linux packages. We now provide distro-specific RPM via the <a href=";package=openra">openSUSE Build Service</a>, but recommend that most users install OpenRA from their main distribution repositories. We have also fixed the “bad quality” package warning that occurs when installing our Ubuntu package.</p> <div style="text-align:center"> <p><img src="/images/news/20150118-ra-countries-dropdown.png" alt="Countries" /></p> <p>The Red Alert mod introduces support for sub-factions inspired by the way Red Alert 2 introduced them. These countries have special units or support powers, but otherwise have a lot in common with the Allied or Soviet army they belong to.</p> <p><img src="/images/news/20150118-cnc-colored-game-servers-heading.png" alt="Game server browser" /></p> <p>We overhauled the server browser. It is grouped by mods with the currently loaded one on top, but you can now join any game if the mod is installed. The ingame interface has been updated to use the same new color scheme as the web-based <a href="/games/">game server overview</a>. We also added a filter for password-protected servers.</p> <p><img src="/images/news/20150118-d2k-sandworm-carryall.png" alt="Sandworms and Carryalls" /></p> <p>Let your slow harvesters make use of the convenient airlift shuttle service, and save your units from becoming worm food! Carryalls and Sandworms are now included in our D2K mod. The worm balancing is a work in progress, and they can be disabled in the lobby options.</p> <p><img src="/images/news/20150118-ts-heightmaps.png" alt="Heightmaps" /></p> <p>Paul is making good progress in implementing the height map support required for all next generation titles such as Tiberian Sun. It will take (at least) several months to polish this into a glitch-free experience that can be shipped in stable releases.</p> </div>,2014-10-29:/news/release-20141029/ Release 20141029 2014-10-29T08:00:00Z 2014-10-29T08:00:00Z <p>Our Halloween 2014 release is now available, and is overflowing with both tricks and treats!<br /> This release includes over 760 commits by 41 contributors since our <a href="/news/release-20140722/">July release</a>.</p> <p>The most visible change in this release is the redesigned in-game UI:</p> <ul> <li>The RA mod has received a brand new sidebar.</li> <li>Improved <a href="">keyboard shortcut</a> configuration, with new defaults based on Tiberium Wars and Red Alert 3.</li> <li>The in-game menu has been completely overhauled, and now includes information on mission objectives.</li> <li>A new end-game score screen appears once a game is complete.</li> </ul> <p>The other big focus of this release was a complete overhaul of our <a href="">map scripting</a> support for creating single-player missions and multi-player minigames. Our <a href="">new Lua API</a> is faster, more robust, and provides many new features that were not available in the older API (which has now been removed).</p> <p>A large number of smaller features have also been included. A small selection from our <a href="">full changelog</a> includes:</p> <ul> <li>The lobby now prevents players from choosing “cheating” colors that are too similar to the terrain.</li> <li>Veteran units gain improved reload time and accuracy, and elite units will now heal over time.</li> <li>Planes will maintain their distance from each other in a similar fashion to helicopters.</li> <li>Servers will now drop players with unresponsive connections to unfreeze stalled games.</li> <li>Units will now properly move inside transports, instead of teleporting.</li> <li>Tank turrets will now turn to face forward after the unit has finished attacking.</li> <li>A number of small balance changes to the Red Alert and Tiberian Dawn mods.</li> <li>Many more small bug-fixes and behaviour improvements.</li> </ul> <p>Head over to our <a href="/download/">downloads page</a> to grab the new release!</p> <div style="text-align:center"> <p><img src="/images/news/20140927-sidebars.png" alt="RA sidebar overhaul" /></p> <p>The Red Alert sidebar interface has been given a much-needed facelift and a more compact design.</p> <p><img src="/images/news/20141029-missions.png" alt="Improved single-player missions" /></p> <p>Our single-player mission support has improved dramatically with this release. The bulk of this work is now complete, and so future releases will be able to add more campaign missions.</p> <p><img src="/images/news/20141012-connection.png" alt="Connection notification" /></p> <p>Game servers will detect when a player causes extended periods of lag, and disconnect them from the game. This should resolve the situations where a multiplayer game would freeze after a player drops.</p> <p><img src="/images/news/20141012-tibsun.png" alt="Tiberian Sun progress" /></p> <p>Work is slowly progressing on our Tiberian Sun mod. The features that we have been developing for TS<br />(such as EMP weapons and stealth generators) are available for use in mods and custom maps.</p> </div>,2014-10-20:/news/playtest-20141020/ Playtest 20141020 2014-10-20T09:00:00Z 2014-10-20T09:00:00Z <p>Hot on the heels of last week’s <a href="/news/playtest-20141012">playtest-20141012</a>, we have just released a <a href="/download">third and (hopefully) final playtest</a> in preparation for our stable Halloween release next weekend.</p> <p>Development over the last week has been focused on tidying up loose ends, and includes:</p> <ul> <li>An overhauled observer/replay sidebar for the Red Alert mod.</li> <li>An improved (and hopefully more robust) crash-detection mechanism.</li> <li>Improved memory usage over the previous playtests.</li> <li>Further improvements to our new Lua API, and the removal of the old API.</li> <li>Further improvements to our packaged single-player missions.</li> <li>Additional minor polish improvements and bug fixes.</li> </ul> <p>Please take this playtest out for a spin and report any and all problems on <a href="">our bug tracker</a>!</p> <div style="text-align:center"> <p><img src="/images/news/20141020-replays.png" alt="Improved mission dialog" /></p> <p>The observer/replay sidebar in the RA mod has been rebuilt to match the new player sidebars.</p> <p><img src="/images/news/20141020-monstertanks.png" alt="Improved mission dialog" /></p> <p>The RA mod now includes the “Monster Tank Madness” mission. Can you evacuate Dr Demitri in time?</p> </div>,2014-10-12:/news/playtest-20141012/ Playtest 20141012 2014-10-12T00:00:00Z 2014-10-12T00:00:00Z <p>The second playtest build for our upcoming Halloween release is now available.</p> <p><a href="/download">Playtest-20141012</a> rounds off the new singleplayer campaign backend that was introduced in <a href="/news/playtest-20140927">playtest-20140927</a>, and includes a few new features of its own. Some key features selected from the <a href="">full changelog</a> include:</p> <ul> <li>Fixes for bugs with weapons, crates, and mines that were introduced in the last playtest.</li> <li>Further improvements to the <a href="">new Lua API</a> for missions, and an overhauled singleplayer mission menu.</li> <li>Servers will now drop players with unresponsive connections to allow frozen games to continue.</li> <li>Our new <a href="">actor upgrade system</a> adds support for EMP weapons and stealth generators.</li> <li>Units will now properly move inside transports, instead of teleporting.</li> <li>Tank turrets will now turn to face forward after the unit has finished attacking.</li> </ul> <p>We encourage any map authors who are using the old Lua API to upgrade their maps during this playtest cycle. We are planning to remove the old API before the final release, and so this will be your last chance to report any bugs or missing functionality in time for us to fix them!</p> <div style="text-align:center"> <p><img src="/images/news/20141012-missions.png" alt="Improved mission dialog" /></p> <p>The improved mission selector includes support for player-created missions and the campaign briefing videos.</p> <p><img src="/images/news/20141012-connection.png" alt="Connection notification" /></p> <p>Game servers will detect when a player causes extended periods of lag, and disconnect them from the game.</p> <p><img src="/images/news/20141012-tibsun.png" alt="Tiberian Sun progress" /></p> <p>Work continues on our Tiberian Sun mod, but it is still several months away from release.</p> </div>