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The Fallen
Oct 25, 2017
30,034
Playtest 20180729 was released

The leading feature in playtest-20180729 is the integration of player accounts using our new OpenRA Forums. This optional feature allows players to:
  • Confirm their identity to other players without revealing your IP address or location
  • Connect to private clan- or tournament-specific servers without using passwords
  • Add some flair by displaying badges that show their achievements or preferences
Anonymous players continue to be identified by their IP and geo-location.

A selection of default badges are available for selection in your forum User Control Panel, and we will individually award badges to players who have contributed to OpenRA's development or participated in special community events. We hope to extend the profile system in the future to add more features and improve security.

Other improvements to the lobby UI include an improved color chooser, the ability to select in text-fields using the mouse, and the game returning to the skirmish/mission/multiplayer panels instead of the main menu after leaving a game.
 
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Oct 25, 2017
30,034
Playtest 20180825 released

Notable changes in playtest-20180825 include:
  • Improvements and polish fixes for the player accounts system
  • Improved asset detection for community-patched versions of "The Ultimate Collection"
  • Fixed incorrect infantry death screams
  • Fixed crashes related to text input and bots in the lobby
  • Fixed the AI harvester control
  • Fixed units not always returning after being Chronoshifted in RA
  • Fixed crashes in several campaign missions
  • Fixed AppImage compatibility with Linux Mint
 

Mama Robotnik

Gaming Scholar
Member
Oct 27, 2017
668
Does this till require Port Forwarding? I've never, ever been able to get it to work because of this, neither have my online friends.
 
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Oct 25, 2017
30,034
Release 20180923

One of the themes in this release is integration: a new player account system bridges your in-game persona with the OpenRA Forum; improvements to the game client and server infrastructure enable a more usable online server list, and a new strategy for Linux packaging allows us provide baseline support for more players while reducing our maintenance burden.

Connecting to your OpenRA forum account allows you to verify your identity to other players without revealing your IP address. You can also choose to display up to five badges, with a selection of default options and custom awards available to choose from. Server hosts can configure private clan or tournament servers based on accounts instead of using passwords.

Other improvements to the in-game UI include a new preset- and custom-color tab on the color chooser, the ability to select in text-fields using the mouse, and returning you to the appropriate sub-menu (instead of the main menu) after leaving a game.
 

doctorcdcs

Member
Oct 25, 2017
433
Looks like there's special announcement from EA that was posted to the openRA website:

http://www.openra.net/news/special-announcement/

Fellow Command & Conquer fans,

My name is Jim Vessella, and I'm a Producer at Electronic Arts. Ten years ago I had the pleasure of being on the production team for Command & Conquer 3 and Red Alert 3, along with being the Lead Producer on Kane's Wrath. During those years, some of my favorite moments were interacting with our passionate community, whether at our onsite Community Summits, on the forums, or while attending various events such as Gamescom.

As most of you may know, we recently announced Command & Conquer: Rivals, a mobile game set in the Command & Conquer universe. Following the reveal of Rivals, we heard you loud and clear: the Command & Conquer community also wants to see the franchise return to PC. And as a fan of C&C for over 20 years, I couldn't agree more. With that in mind we've been exploring some exciting ideas regarding remastering the classic PC games, and already have the ball rolling on our first effort to celebrate the upcoming 25th Year Anniversary.

We are eager to hear your feedback to help influence our current thoughts for PC and what comes next. Over the next few weeks we'll be talking to fans in a variety of ways. In the meantime, please share your thoughts here on the OpenRA forums.

As a long time C&C fan and developer, I am just as passionate about the C&C franchise as you are, and look forward to hearing your thoughts as they help us shape the future of C&C at EA!

Thanks!
Jim Vessella
Jimtern
 

Deleted member 2507

User requested account closure
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Oct 25, 2017
3,188
I'm not doubting EA's devs but i'm doubting EA's management. Generals 2 looked mighty fine, when it was supposedly cancelled because for quality issues, yet according to some community guy the issue was that the game was cancelled because management didn't want it or something like that.

As for actually remastering old C&Cs... Well, take a page from Blizzard. Starcraft: Remastered is very, very well done when it comes to new graphics, faithful but better looking. That said, i feel there's a lot more room and need for tweaks in old C&Cs than just slapping new graphics and ensuring compatibility.

Also excise C&C4 from canon and make a proper finale for the series.
 
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Oct 25, 2017
30,034
Release 20181215 is out

While the next playtest requires a little more time, there are a number of bugs that we wanted to squash before the holiday season. To address these, release-20181215 is now available with the following improvements:
  • Fixed servers showing as "Waiting" in the server list after play has started.
  • Fixed a crash in the lobby if the admin changes the map while a player is joining.
  • Fixed part of the lobby UI disappearing after transferring admin to another player.
  • Fixed players showing as "Anonymous" in the lobby after switching from another mod.
  • Fixed a crash when using the /levelup cheat with units that are already veteran.
  • Fixed rare crashes when using Attack Move, and when ordering aircraft to land.
  • Fixed bugs with the Chronoshift killing Construction Yards and duplicating MCVs.
  • Fixed a glitch if the owner surrenders while a tech-structure is being captured.
  • Fixed a rare bug where units become uncontrollable after exiting a transport.
  • Fixed compatibility issues with certain older GPUs.
  • Removed tech-structure abilities from campaign-specific buildings in Red Alert.

There's also a public alpha for the KKnD remake.
 
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Oct 25, 2017
30,034
Playtest 20190106 has been released, which includes seven new missions for Red Alert, and two for Tiberian Dawn.

The biggest change comes to the unit targeting logic, which has been reworked to better understand the Fog of War. This has fixed a collection of long-standing bugs (especially with artillery-style units), however, due to the subtle nature of these changes, more testing is required to predict the impact on overall gameplay and game balance. We hope that the community can rally behind testing and report any issues so that they can be addressed before the final release.

The specialised infantry in Red Alert have had a shake-down and a fix-up:
  • Engineers are now consumed when capturing buildings, after a short external wait
  • The Hijacker is now the Thief, who can steal cash from refineries in addition to capturing vehicles
  • Allied Mechanics now repair destroyed team-mate vehicles instead of capturing them
  • New Attack Dog behaviour resolves many issues and behaves more like the original game
Thanks to the hard work of several new contributors, seven new single-player missions have been ported from the original Red Alert, and another two from Tiberian Dawn. Behind the scenes, the underlying AI framework has been rewritten to support the development of some long-planned improvements in future releases.

Some other notable gameplay changes include:
  • Units in the Return Fire stance will no longer chase their attackers
  • Infantry in Pillboxes in Red Alert no longer gain experience
  • A new Ctrl modifier queues items at the front of the production queue
  • The spectator UI now includes information on player army values
 
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Oct 25, 2017
30,034
Playtest 20190209 is available.

The last playtest made some big changes to how targeting interacts with the Fog of War, which broke a lot more than we expected. Rather than reverting these changes, we decided to go all-in, and replaced even more of the targeting code - a job that we had originally planned for the release after next.

These new changes should fix not just the regressions in the last playtest, but also several other long-standing gameplay bugs and inconsistencies with the Fog of War, engineers, and aircraft. They also bring two long-requested features:

  • Tanks and other turreted units automatically target nearby units while moving
  • Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War.
We are excited for these new features, which should go a long way towards improving combat fluidness and the ability to micromanage your forces.

20190209-opportunityfire.gif
 

Deleted member 27551

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Oct 30, 2017
660
How is this online is there a unit cap. Was looking for an old c and c game to play against just one other person.
 
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Oct 25, 2017
30,034
Playtest 20190302 is out

We are today pushing a new build that addresses a number of issues discovered in playtest-20190209.

The changes in playtest-20190302 are:
  • Fixed target cursor issues with buildings under the fog
  • Fixed inconsistent "Unit Ready" audio notifications
  • Fixed harvesters moving to empty resource fields when unloading
  • Fixed turrets "twitching" when targeting enemies at their maximum range
  • Fixed a collection of map and mission issues in Red Alert
  • Implemented community-driven balance changes for Red Alert
We expect this to be our final release candidate, which will be repackaged as a new release before the end of March if no further regressions are found.
 
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Oct 25, 2017
30,034
Release 20190314 is out

The most exciting change in this release comes from a complete overhaul of the unit targeting logic, which fixes many long-standing bugs and introduces some important improvements to gameplay fluidity:
  • Tanks and other turreted units automatically target nearby units while moving
  • Automatic targeting now properly accounts for the Fog of War
  • Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War
The specialised infantry in Red Alert have had a shake-down and a fix-up:
  • Engineers are now consumed when capturing buildings, after a short external wait
  • The Hijacker has been promoted to thief, who can steal cash from refineries as well as vehicles
  • Allied Mechanics now repair destroyed team-mate vehicles instead of capturing them
  • New Attack Dog behaviour resolves many issues and behaves more like the original game
Thanks to the hard work of several new contributors, Red Alert now features an additional seven single-player missions, and Tiberian Dawn another two. Behind the scenes, the underlying AI framework has been rewritten to support the development of some long-planned improvements in future releases.

Some other notable gameplay changes include:
  • Units in the Return Fire stance will no longer chase their attackers
  • Infantry in Pillboxes in Red Alert no longer gain experience
  • Red Alert Balance changes include adjustments to the long-controversial Allied Artillery
  • A new Ctrl modifier queues items at the front of the production queue
  • The spectator UI now includes information on player army values
 
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Oct 25, 2017
30,034
Playtest 20190825 is out. You can finally save your game!!! After nine years lol.

The Summer Release Preview article outlined several of the new UI features, including savegame support, a new spectator UI, and a long planned Tiberian Dawn interface overhaul. This playtest adds a much improved hotkey configuration UI and many smaller UI fixes and polish improvements.

c07ucXC.gif


On the gameplay front, the main focus for this release was to rewrite the logic that controls how units behave and respond to orders. This was a major task that spanned several months, more than 90 Pull Requests, and more than one debate about bug vs "accidental feature".

Many of the changes will not be immediately obvious, but on closer inspection you should find that many long-standing quirks and annoyances in unit behaviour no longer occur.

The ability to queue commands using the Shift key has always been an important part of OpenRA's gameplay, and this has received a major overhaul with this release. Part of the overhaul has moved the familiar targeting lines that display when you command units into the "Waypoint Mode" (Shift) overlay by default. The previous behaviour can be restored through the Settings menu (Target Lines: Automatic) if you prefer.

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
 
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Oct 25, 2017
30,034
Playtest 20191021 is out!

A new playtest is now available for OpenRA's increasingly poorly named "Summer 2019" release. Thanks to everybody who tested the last playtest, this build should address all the issues and feedback that have been reported so far.

The key changes in playtest-20191021 from the previous playtest-20190825 include:
  • Fixes for several issues with game loading/saving
  • Fixes for several crashes and a desync issue
  • Fixes for several glitches related to unit movement
  • Fixes for several mission related issues in Red Alert and Tiberian Dawn
  • Fixes for several compatibility issues with Linux and FreeBSD
  • Refinements to the new spectator UI
  • Further Red Alert balance adjustments
 
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Oct 25, 2017
30,034
The last release of the year, release 20191117, is out. For the first time ever, the people behind OpenRA made a chunky video explaining all the new stuff in this release!

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.

Big new features like save-game support, new UI for Tiberian Dawn and spectators, and completely overhauled unit behaviours make this one of our most exciting releases to date!

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

 
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Oct 25, 2017
30,034
Can I play the single player campaign, or is it skirmish-only?
You can play the single player campaign, yes, though it is currently incomplete. New missions are added every other release or so. The missions are also remixed a bit, with the AI being a little smarter at times.
 
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Oct 25, 2017
30,034
Playtest 20200118 was released last week.

We are releasing a new playtest today that refines and fixes several issues in the current release.

The full Changelog includes:
  • Fixed significant performance and behaviour regressions with aircraft
  • Fixed rare crashes during gameplay and when loading saved games
  • Fixed several behaviour issues with unit and bot AI
  • Fixed missing team chat in game replays
  • Fixed build failures caused by an upstream API change
  • Improved build icon layout in RA and D2k sidebars
  • Improved in-game menu option layout

A new Mod SDK release is also available with a number of additional fixes for modders.

Since we expect this to be the only playtest before a final hotfix release around the start of February, we encourage everybody (especially those who like to play in multiplayer team games) to try a game or two, and to let us know if we have missed any other issues or accidentally introduced new ones.

As always, we welcome feedback in the comments below, on our forum, Discord, or GitHub pages.
 
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Oct 25, 2017
30,034
Playtest 20200303 was released this week. Here's a list of the main updates:

Playtest 20200303 is now available, with a overhauled renderer that adds several long-awaited features:
  • Smooth Zooming: The previous "pixel doubling" feature has been updated with the ability to smoothly zoom the battlefield using the mouse wheel or new hotkeys ([ and ]). The default zoom level can be changed using the new Battlefield Camera option in the settings menu.
  • UI size options: Players with larger screen resolutions can increase the size of the menus, sidebar, and other UI elements using the new UI Scale option in the settings menu.
  • Improved HiDPI support: OpenRA can now detect HiDPI rendering modes on Windows and Linux, fixing the blurry rendering for players on Windows with higher resolution screens. Many UI elements now include high resolution artwork, staying crisp when drawn at larger sizes.
  • New introduction screen: A new screen is displayed when launching the game for the first time to introduce the most important display and control options.
  • Overhauled settings menu: The Display and Input settings panels have been refreshed with new options and a new layout.
 
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Oct 25, 2017
30,034
Playtest 20200329 is out

Today's playtest addresses the issues discovered in the previous playtest, and hopefully constitutes our last release candidate for this cycle.

The changes in playtest-20200329 include:
  • The return of the ability to use right-click orders and scrolling at the same time
  • A fix for aircraft not taking off when no rallypoint is set
  • Further pathfinding improvements for infantry
  • Adaptations to the weather overlay for smooth scrolling
  • Reworked airstrip exits in Tiberian Dawn to prevent traffic jams
  • Fixed spicebloom behaviour in Dune 2000
  • Two additional campaign missions for Tiberian Dawn and one more mission for Dune 2000
  • Community balance changes for Red Alert

As usual, this playtest also comes with a new ModSDK release for our modding community.

We plan to release our next stable version within the next three weeks, so this will be the last chance to report any remaining issues that should be fixed. Head on over to our download page to give the new playtest a try!
 
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Oct 25, 2017
30,034
Playtest 20200418 is out

Just in time for the upcoming RAGL Season 9, we are today releasing playtest-20200418 with several important fixes and polish changes:
  • Fixed a desync crash caused by Minelayers
  • Fixed several issues related to Service Depots
  • Fixed issues with lobby player colour and faction validation
  • Restored country display for anonymous players in server lobbies
  • Fixed several issues in the singleplayer campaign

With the recent surge in online player numbers, we want to make sure that the upcoming release is as stable as it can possibly be, so we encourage everybody to play some games on this new playtest and let us know if you find any serious bugs or notice anything else amiss!

In other community news, the Fractured Realms team have released a trailer for their OpenRA-based game. A preview release should soon be available to download from their ModDB page if you like the look of it.
 
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Oct 25, 2017
30,034
Playtest 20200426 is out. It's just a hotfix.

Another weekend, another playtest! To help a small number of players who are experiencing problems with poor GPU drivers, we are today releasing playtest-20200426 which restores the ability to use OpenGL 2.1.

OpenRA will continue to prefer OpenGL 3.2+ (or OpenGL ES 3.0+), but a new option in the settings menu allows you to switch back to the legacy rendering API if you experience glitches or performance issues.
 
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Oct 25, 2017
30,034
Release 20200503 is out!

We are pleased to finally announce Release 20200503, which brings the public release up to date with development changes from September 2019 through to March 2020. Two months of public playtesting have allowed us to polish these changes into the release today.

The new release adds some long-awaited UI improvements, core engine upgrades, and a few balance changes for the multiplayer community.

Once again, FiveAces has put together a patch spotlight video that explains many of these changes:

 
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Oct 25, 2017
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There was a blog post yesterday that touched on some development topics. Amongst other things (such as a progress update for Tiberian Sun), the devs say that they have officially started to work on importing the assets from the remaster into OpenRA.

One of the surprise announcements for the Remastered Collection was that the dll files containing gameplay logic (a slightly modified version of the classic game engine) would be open sourced to enable mods, and that it would be released under the GPLv3 to ensure license compatibility with OpenRA and other community projects. We are extremely grateful to Jim and the team for making this happen, and proud to have played a part in this RTS milestone.

OpenRA's game engine has been developed from scratch over many years using different programming languages and principles to the original C&Cs. This means that we cannot directly copy the source code, but will use it instead as a reference to learn what made the original games tick and to translate concepts and implementation details across where appropriate to improve OpenRA.

The next OpenRA release will contain some initial small fixes based on what we have already learned. One example of this is the original palette remap tables that the original Red Alert used to create the different civilian infantry types that were previously missing from OpenRA's version. There is a lot more to learn, and we expect that this knowledge will influence and inspire many details in the evolution and growth of OpenRA over the next few years.

A popular question has been whether OpenRA will support the remastered game assets, and I can now confirm (see this GitHub comment for details) that we will work towards this goal. This will take time, as there are a number of technical challenges that must first be solved. We will provide more information on these plans in future posts, or you can follow progress directly on GitHub.
 
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Oct 25, 2017
30,034
Playtest 20201213 is out!

Just in time for the holiday period, we are kicking off a new playtest series for the next OpenRA release. Recent development has focused on building the foundation for future features, including a lot of work towards the Tiberian Sun mod which we described in our last news post. But this does not mean that this release is short on new features!

Some of the new changes to look out for in playtest-20201213 include:

  • New lobby options for Stealth Deliveries in Tiberian Dawn and Automatic Concrete in Dune 2000
  • Disable spawn points in a game lobby by right-clicking on the map preview
  • Share OpenRA status and game invites on Discord
  • More fluid infantry combat after fixing several long-standing combat bugs
  • Battlefield zooming is now centered on the mouse cursor
  • Red Alert Spies can now reset support powers by infiltrating the structure that grants them
  • Servers can be configured to save replays, enabling the creation of community ladders
Red Alert and Tiberian Dawn include an updated set of skirmish/multiplayer maps, and community balance changes refresh their multiplayer meta. Dune 2000 features new weapon damage calculations that are more faithful to the original game, plus a number of other small consistency fixes. For single-player fans, Red Alert includes 8 more missions from the original game, and the AI behavior and performance has been improved across the board.


They've officially started incorporating the assets of the remasters into OpenRA:

 
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Oct 25, 2017
30,034
Playtest 20210131 is out

Following a great run of testing over the holiday period, we are today releasing a new playtest build to fix reported issues and add some last-minute features.

Notable changes in playtest-20210131 include:

  • A new Handicap option to adjust the difficulty for individual players in Skirmish and Multiplayer
  • A new "Pause Menu Background" option in the display settings
  • One more mission ("Shock Therapy" from the Aftermath) for Red Alert
  • A new "Oil Spill" minigame map for Red Alert
  • Additional community balance refinements for Tiberian Dawn
  • A collection of audio and explosion changes to match the original games
  • Fixes for downstream Linux packaging
  • Fixes for bugs and crashes reported in playtest-20201213
  • A new Mod SDK Release for community mods

For more information, see the full changelog.

We expect this will be our final test before a full release in February, so we encourage everybody to play some games and let us know if you find any issues in the comments below, on our forum, Community Discord, or GitHub issues.
 
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Oct 25, 2017
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Release 20210321 is out! It comes at the same time as a website redesign.

Many of the biggest changes in this release were focused around the in-development Tiberian Sun mod, which continues to make slow progress in our development repository. There are many great changes for Red Alert, Tiberian Dawn, and Dune 2000 too, focusing mainly around streamlining some awkward gameplay mechanics, improving community integration, and improving our singleplayer content:
  • Support for Discord integration and community-run ladders
  • New lobby features for player handicaps and disabling spawn points
  • Community balance updates and a refreshed map selection for Red Alert and Tiberian Dawn
  • Further adjustments to make Dune 2000 more faithful to the original game
  • More fluid infantry combat after fixing several long-standing combat bugs
  • Nine more campaign missions have been ported for Red Alert
  • Improved AI behaviour and performance

These features and more will be explained in more detail in the upcoming release spotlight, but for now you can look back over the previous news posts [1, 2, 3] or the full changelog for more information.
 
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Oct 25, 2017
30,034
Merry early Christmas everyone! Playtest 20221203 is out! The first in almost two years. Hot damn.

There have been tons of massive changes under the hood, and with reduced contributor activity it took us a very long time to catch and squash all those pesky bugs. With the help of our third party mods and people testing the devtest builds we believe we have finally got a stable release on our hands. We are incredibly excited to showcase a number of new features and improvements that have been built up over the last year and a half:
  • One highlight feature is the new hierarchical pathfinder, which massively increases performance on large or more complex maps.
  • Our new netcode brings major improvements to multiplayer. Your games should feel much smoother and units more responsive in both low and high latency settings.
  • We have added transient text notifications matching speech notifications. Now you can play without sound!
  • The fairly recent Dune film has brought many players to Dune 2000 and a decently sized multiplayer community was born. With the feedback from the community Dune 2000 has received a number of balance and polish changes.
  • Tiberian Sun has also received its fair share of features and bug fixes. This time around the highlight is tilting on slopes.

Some of the more visible new features and improvements include:
  • Measures against sound / notification overlap. No more u-u-u-u-unit lost
  • Measures against spamming the multiplayer lobby and in-game chat
  • The ability to mute players
  • Support for disabling the chat in replays
  • An ingame encyclopedia in Dune 2000
  • New Red Alert missions
  • Community balance changes for all mods

Notable changes for mappers and modders include:
  • Automatic map reloading in the background
  • A change to the way speed is calculated for ground units
  • A new map format which includes the map preview (minimap) in the map versioning (map hash)
  • Loaders for more audio formats (e.g., mp3 and ogg), and formats used by the remasters
  • Many linting and documentation updates

As well as some other changes worth mentioning:
  • Toolchain and changes to support the .NET 6 runtime
  • A massive amount of upgrades to both ingame and client UI
  • Many more hotkeys became rebindable
  • Substantial progress towards localisation
 

xyla

Member
Oct 27, 2017
8,385
Germany
Haven't thought about this in a long time! That's a pretty substantial update, cool that they are still working on it!
 
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Oct 25, 2017
30,034
A new stable release is out! The first one since March 2021!

www.openra.net

Release 20230225 | OpenRA

Classic strategy games rebuilt for the modern era

A lot of features have built up over the two years. This release is packed to the brim with goodies small and large. Several major systems have been added and overhauled, a great deal of rougher edges smoothed out. For details see the previous playtest news posts [one, two, three, four] and, as always, for a full overview - the full changelog.

But wait, there's more! This release brings major behind-the-scenes changes towards supporting the C&C Remastered Collection assets. This support is still incomplete, but works well enough that we are today also releasing a development preview of "Tiberian Dawn HD". It is a separate release and can be downloaded here. This preview is multiplayer-compatible with the main 20230225 release, but performance, memory usage, and loading times have not been optimized, and do not reflect the expected final requirements. The C&C Remastered Collection must be installed through Steam or Origin, and the project README provides installation instructions for macOS and Linux.

In case you were wondering whether we ran out of treats, worry not! Modders will also be feasting sweet this time. There were major updates to our documentation, and our tooling was joined by the OpenRA (Mini)YAML Language Extension and the OpenRA Lua API extension.