I heard that the Red Alert 2 source code is officially (while unannounced) lost, which is why there has been no remaster. Is this true?
EA showed they had Red Alert 2 tapes in the archive when they did the C&C Remaster stuff back in 2018-2020 The Mental Omega folks are also known to have a complete archive of everything which is why their "mod" is such a technical achievement above what the game engine can normally do
OpenRA
131–140 of 174 posts
Re: OpenRA
#132If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
Re: OpenRA
#133Re: OpenRA
#134Earlier quoted context omitted.
The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable. For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine. So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. Heartbreaking.
> So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. It's super impressive this works at all.
Re: OpenRA
#135Earlier quoted context omitted.
Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…
The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable. For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine. So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. Heartbreaking.
Re: OpenRA
#136Shill alert: https://store.steampowered.com/bundle/39394/Command__Conquer... It’s $6 for every C&C ever made right now.
Re: OpenRA
#137Re: OpenRA
#138Earlier quoted context omitted.
The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable. For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine. So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. Heartbreaking.
Why is saving the state hard for them? So many games and other software save their state .... Imagine Excel 'replaying' the spreadsheet to return to the latest state.
Re: OpenRA
#139Open RA2 also exists. I think RA2 is significantly better and the peak of what an RTS can be. Say what you want about EA, but they not only tolerated Open RA, but they straight up opened sourced the older games. More publishers need to do this. I wouldn’t even mind a crowdfunding effort( give the proceeds to charity) to release the source for other games.
Re: OpenRA
#140Great project, great game.