[QUOTE=Mmrnmhrm;50716330]Necrobump
[media]https://www.youtube.com/watch?v=VMsn1vmzThk[/media]
Here's a really good 1v1 match vod by Green_Zero in Kane's Wrath with an amazing ending. It's pretty fun to watch even if you haven't played the game in multiplayer yourself.[/QUOTE]
Wish more of the top players and did tutorials and stuff.
holy dicks the ending to that match
Another necrobump, this time with the dumbest KW I've ever seen (first one of the batch).
[media]https://www.youtube.com/watch?v=T54j1XpYf7U[/media]
[IMG]https://i.imgur.com/7U3eq1k.jpg[/IMG]
The legend.
[media]https://www.youtube.com/watch?v=WIPRP0kkmjY[/media]
The original clip with sound
Sorry to bump but I thought it was fitting to post it here:
[video=youtube;IGtrJaiUZaA]https://www.youtube.com/watch?v=IGtrJaiUZaA[/video]
So the OpenRA team is looking to rebrand their logo
[quote]Today we’re pleased to show off the results of a long-overdue project: a new logo for OpenRA!
[img]http://www.openra.net/images/news/20161223-new-logo.png[/img]
This logo will be used to represent the OpenRA project as a whole, with the Soviet star logo being kept for the Red Alert mod. If community feedback is positive then we plan to roll this out with the next OpenRA release.
Why do we need a new logo?
Using the same logo for OpenRA (the project) and the Red Alert mod causes a lot of confusion, both for new players who may not know that OpenRA contains multiple separate games and for community-run events that need separate logos to distinguish between OpenRA as a whole and the three main mods. These problems will only get worse in the future when the Tiberian Sun mod is eventually released. Another issue is that the Soviet star symbol has strong symbolism associated with it, making difficult for us to use it in contexts where people may not be familiar with OpenRA or Red Alert in general.
But why this design?
We started the design process with three key requirements:
Reflect OpenRA’s identity as a modern RTS game that leverages classic gameplay and artwork.
Not tied to a specific game or universe (so no mammoth tanks, tiberium, or faction logos).
Can be recreated in a SVG vector format for the website and other media.
After a brainstorming session in our IRC channel there was one stand-out winner, which was prototyped and refined to produce the design we are showing today.
How does it look?
We have developed mockups of how the logo will look in different contexts:
[img]http://www.openra.net/images/news/20161223-new-logo-modchooser.png[/img]
[img]http://www.openra.net/images/news/20161223-new-logo-launchers.png[/img]
[img]http://www.openra.net/images/news/20161223-new-logo-facebook.png[/img][/quote]
The Full Size Logo:
[img]http://www.openra.net/images/news/20161223-new-logo.png[/img]
Put something in their comment section if you have something to say: [url]http://www.openra.net/news/new-project-logo/[/url]
If you ask me, even full size, it's too busy and not very clear at all.
way too many colours and it doesn't keep with the circular theme of most of the games
[QUOTE=lintz;51589265]way too many colours and it doesn't keep with the circular theme of most of the games[/QUOTE]
I don't think it's that there are too many colours, but that there are too many [I]similar [/I]colours.
Doesn't really help that there are too many shapes and those shapes are broken up by shading (which then links into what I said about similar colours)
Hmm, anyone got much experience getting RA2 to run on Win10? After all the graphics patching, using ddraw.dll etc, I've got it running in my native res but I keep having my desktop windows flash through the game frequently, briefly, which is highly annoying.
[QUOTE=Craigewan;51591042]Hmm, anyone got much experience getting RA2 to run on Win10? After all the graphics patching, using ddraw.dll etc, I've got it running in my native res but I keep having my desktop windows flash through the game frequently, briefly, which is highly annoying.[/QUOTE]
Can't say much about since i got the whole Red alert series on Origin.
Anyway i'm bumping this because i need some help on making an RA2 Yuri's Revenge map.
I don't know if some of you remember a map from Red alert 1 Aftermath? It is called "The Hills Have Eyes" with civilians attacking you and other players on the map with overpowered guns, nuke's flamethrowers, tesla coil's. Crazy fun map, and i want to remake that map in RA2 YR.
But i'm struggling what to do, because so far i've made the civilians attack in my map, but my units wont attack them since they are "Neutral". And as you know it, they'll destroy my base because of that little problem. I checked around other maps like those survival maps, no luck finding what i need to do.
I use Final Alert 2 to make those maps. So anyone out there knows anything about making civies being hostile?
Sorry for month long bump, but I feel this is sort of relevent [url]http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=20001[/url]
An interview with the lead dev of OpenRA
[thumb]http://i.imgur.com/SQOMIYp.png[/thumb]
In other OpenRA news:
The bleed branch of OpenRA, for their reimagining of C&C's isometric games, Tib Sun and RA2: they recently implemented movement layers for subterranean units and high bridges that allow units to pass both over and under them.
putting tib sun in open RA is all i can wait for now
[url]http://www.pcgamer.com/nomad-galaxy-mod-is-a-merge-between-homeworld-and-command-and-conquer/[/url]
[quote]Billed as a mix of Homeworld and Command and Conquer, Nomad Galaxy is an incoming space-set mod built on the OpenRA engine with two goals: to create a game "that has not been seen in [OpenRA] before", and to create a game independent of any specific franchise[/quote]
[url]http://www.moddb.com/mods/nomad-galaxy/news/mod-introduction[/url]
[thumb]http://cdn.mos.cms.futurecdn.net/ii9K2z6XfHmTCPV7SmGTjg.png[/thumb]
[thumb]http://cdn.mos.cms.futurecdn.net/Rv5NWyL6YfVz4R5DmCj99o.png[/thumb]
[editline]SPAAACE!![/editline]
OpenRA Semi-Official Discord - Nolt, the guy who's making this mod, is hanging around in here.
[url]https://discord.gg/eRN74Uv[/url]
FP Command and Conquer - this place is kind of quiet, but we have a few names hanging about.
[url]https://discord.gg/TrZwCBg[/url]
[editline]SPEHSS!![/editline]
[img]http://i.imgur.com/7dUJpvj.gif[/img]
[QUOTE=ReligiousNutjob;51960053][url]http://www.pcgamer.com/nomad-galaxy-mod-is-a-merge-between-homeworld-and-command-and-conquer/[/url]
[url]http://www.moddb.com/mods/nomad-galaxy/news/mod-introduction[/url]
[thumb]http://cdn.mos.cms.futurecdn.net/ii9K2z6XfHmTCPV7SmGTjg.png[/thumb]
[thumb]http://cdn.mos.cms.futurecdn.net/Rv5NWyL6YfVz4R5DmCj99o.png[/thumb]
[editline]SPAAACE!![/editline]
OpenRA Semi-Official Discord - Nolt, the guy who's making this mod, is hanging around in here.
[url]https://discord.gg/eRN74Uv[/url]
FP Command and Conquer - this place is kind of quiet, but we have a few names hanging about.
[url]https://discord.gg/TrZwCBg[/url]
[editline]SPEHSS!![/editline]
[img]http://i.imgur.com/7dUJpvj.gif[/img][/QUOTE]
ngl there is so much visual noise that looks like it'd give me a headache in 30 seconds
The graphical style reminds me a lot of AI War.
So, during revision, i've obviously done as little as physically possible and have instead decided to attempt to replicate Cabal's voice FX.
[URL="http://vocaroo.com/i/s1eAJeZaPVOg"] Vocaroo Link [/URL]
Compared to
[media]https://www.youtube.com/watch?v=bHqsHRwUDzM[/media]
Ehh, it's close, but requires the initial voice to pronounce vowels in a particular way in order for the effect to work the fullest. Couldn't find any clear samples of the original voice actor ( apart from his spyro thing at the end ), but you can hear it has that classic sound when his voice is used.
How does one play Shockwave in multiplayer, nowadays? The version of cncnet it comes with never seems to work, and Gameranger no longer functions with it.
Hamachi I guess.
[QUOTE=Instant Mix;52131702]So, during revision, i've obviously done as little as physically possible and have instead decided to attempt to replicate Cabal's voice FX.
[URL="http://vocaroo.com/i/s1eAJeZaPVOg"] Vocaroo Link [/URL]
Compared to
Ehh, it's close, but requires the initial voice to pronounce vowels in a particular way in order for the effect to work the fullest. Couldn't find any clear samples of the original voice actor ( apart from his spyro thing at the end ), but you can hear it has that classic sound when his voice is used.[/QUOTE]
Man, that is AWESOME! Even better than the original cabal voice, i might add!
[B]EDIT: [/B]made some improvements [url]http://www107.zippyshare.com/v/R16QMnCU/file.html[/url] send a PM if you want to know how i did it :)
What's the best way to replay the entire vanilla series on modern systems? I've kind of lost track on all the versions that are out there by now.
I'm really itching to play Tiberian Sun again.
Anyone else here whom have had issues with CNC Online lately?
[QUOTE=Instant Mix;52131702]So, during revision, i've obviously done as little as physically possible and have instead decided to attempt to replicate Cabal's voice FX.
[URL="http://vocaroo.com/i/s1eAJeZaPVOg"] Vocaroo Link [/URL]
Compared to
[media]https://www.youtube.com/watch?v=bHqsHRwUDzM[/media]
Ehh, it's close, but requires the initial voice to pronounce vowels in a particular way in order for the effect to work the fullest. Couldn't find any clear samples of the original voice actor ( apart from his spyro thing at the end ), but you can hear it has that classic sound when his voice is used.[/QUOTE]
that's very close! as far as i can tell the only thing that needs changing is getting rid of that classic british accent inside
could you make a tutorial on how to get that effect?
[QUOTE=lintz;52132108]that's very close! as far as i can tell the only thing that needs changing is getting rid of that classic british accent inside
could you make a tutorial on how to get that effect?[/QUOTE]
I'm processing everything within Reason, so it's a combination of several effects in tandem, layered within each other. At it's core, it's a copy of the original vox with a pitch shifted ( but formant retained ) version 3 semitones below. Various amounts of reverb, chorus, flanges in between to give it a more robotic effect. Isn't really a tutorial apart from "if you have reason you can use it"
[t]http://i.imgur.com/K0tFbPO.jpg[/t]
New Release of OpenRA
[url]http://www.openra.net/news/release-20170421/[/url]
[url]http://www.openra.net/download/[/url]
[quote]With 43 developers producing just shy of 800 commits and touching almost 1800 files, this has very likely been one of our slowest release cycles ever. As such, the list of user-visible changes is not as long as you’ve come to expect in earlier years. However, behind the scenes, preparations for a fundamental transformation of the OpenRA engine are in the works. But more on that later.[/quote]
[QUOTE=Torterra;52176167][video=youtube;J49ArbvGnNQ]https://www.youtube.com/watch?v=J49ArbvGnNQ[/video][/QUOTE]
They bleeped out "Chyert"? Literally, bleeping out "Damn". Well then.
[QUOTE=gufu;52183921]They bleeped out "Chyert"? Literally, bleeping out "Damn". Well then.[/QUOTE]
Kinda wished it was the word shit.
OpenRA is doing a bugfix release at some point today
[url]https://github.com/OpenRA/OpenRA/milestone/22[/url]
Not released yet, but when it is, it will be here: [url]http://www.openra.net/download/[/url]
[editline]fuck[/editline]
Released
[url]http://www.openra.net/news/release-20170527/[/url]
Release 20170527 hotfix now available
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