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OpenRA Update 4th September

Saturday 4 September 2010 - Filed under Uncategorized

Interest in OpenRA seems to have just exploded in the last couple of days. Naturally, this had to happen when our website build was critically broken (crashed on joining a multiplayer game), but that’s fixed now, so we’re winning.

Here’s a quick overview of what’s been done recently:

  • Bob did a whole pile of work on engine internals, which roughly doubles performance on weak machines.
  • Paolo (welcome to the team!) has clamped the camera to the edges of the map correctly. We still need to work out what to do with the bit of the map obscured by the chrome UI.
  • Paul has done some polish work on CNC, and added support for a production queue per building – so there’s a point to building multiple airfields now, etc. You still don’t charge support powers faster with multiple buildings, and we might keep it that way.
  • If you have the CNC CD content (movies.mix and scores.mix), you can play the first GDI mission by selecting it in the map chooser. Note: You need to copy those mixes to mods/cnc/packages/ and rename movies.mix to gdi-movies.mix, for it to work.
  • There’s the beginning of a multiplayer bot. It’s kindof lame at the moment, but will improve in the next few releases.
  • I’m sure I’ve forgotten a whole pile of other improvements, but that’s a good thing. Features that aren’t painful to build & stabilize are the best kind ;)

2010-09-04  »  admin

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