A lot of work in this release has focused on improving its core engine technology and paying down technical debt. The first place you will notice this is the mod chooser, which now understands the various install disks and digitial distributions of the original games. It can now automatically find and install all of the assets used by the mods, including the full motion videos and the additional music tracks included with the expansion disks.
Because the devs have changed which assets are copied, all players will need to reinstall (or redownload) the assets for this playtest. These will be used for the future playtests and releases, so only needs to be done once.
The new FMV installation support has arrived just in time (some would argue far too late!), because this playtest includes 7 more campaign missions for TD and one new campaign mission each for RA and D2K. RA also includes three custom multiplayer missions that can be selected from the mission chooser (for singleplayer) or the multiplayer lobby (for cooperative play).
Other notable changes in this release include:
Improvements to unit pathfinding behaviour (less traffic jams around bridges and choke points!)
Aircraft in RA will now intelligently manage their reloading behaviour at airfields or helipads
New hotkeys and mouse bindings for moving around the map and producing units
Lobby options (such as crates and shroud) are no longer reset when switching maps
Improved UPnP support for automatically opening ports when hosting local servers
Fixes for a collection of common crashes that sneaked in to the last release (we're sorry about that!)
A collection of balance changes for RA and TD that were discussed and tested on the Official community forum
Many trait and Lua API improvements for mods and maps
Watch your back! They have taught the AI to use Engineers to capture tech buildings and enemy structures.
A controversial exploit allowing engineers to cancel production in the RA mod has also been fixed.
A new scoring system tracks many ingame actions, not just kills.
The redesigned score menu now also lists the spectators that are observing the match.
The developers have restored the ability for flame weapons to burn trees down to charred husks.
Try the playtest today to find all the other cosmetic improvements!
Please note that OpenRA now requires .NET 4.5 / Mono 3.2 or greater. Players using Ubuntu 12.04 or other Linux disributions that include Mono 2.10 can upgrade to a supported version by following the instructions on the Mono site. Players who are still on Windows XP will need to upgrade to a supported OS.
Work is steadily progressing on the official Tiberian Sun mod and the ?gen2? engine overhaul required to support it and other community-developed mods.
During this last release cycle the first step was completed (a year in the making) of a major project to support the per-pixel depth calculations required to correctly render the TS world. Gameplay advancements include finishing support for the EMP cannon and player-controllable Carryalls.
A lot of work remains on both the engine and gameplay fronts. Please understand that this is a long-term project, and it will not be completed any time soon with the current developer manpower. There are plans for making future development versions more accessible for testing, but because the project is developed by volunteers in their free time nobody can predict when it will be complete enough to include in an official OpenRA release.
While DTA 1.15 was announced to be released at the end of the summer, the date was intentionally kept vague to allow everything to be finished on time. The summer is technically already over however (even if the weather and temperate strongly argue otherwise), so the announced date unfortunately wasn't vague enough. We apologize if we made you get your hopes up too much.
Without going into details, we're still waiting on a few things from several sources that are independent from our staff, but it fortunately is possible to work around this if it turns out to be necessary. So without further ado, we'll announce a more concrete release date: September 23rdYes 2016, smartass ¬_¬(that's a Friday).
We're also making good use of the extra time to finish up some assets that we otherwise might not have been able to finish.
To ease the wait, here are some global things to look forward to (aside from of course the awesome new client, which was already covered in the previous news post):
The ingame options menu windows have been improved a lot.
Not only do they look a lot more like those of the original games, but the visual theme of the options menu window now depends on which faction you're playing as.
GDI and Nod share the same theme, while Allies and Soviet have their own unique themes.
Take note of the new "Chat" keyboard shortcuts.
As always there a good number of new maps, including 1 singleplayer mission, 6 multiplayer maps, as well as at least 4 new co-op missions.
And maps of course couldn't be made without terrain, which also received a decent amount of improvements and additions for mappers to put to good use.
All bridge and platform tiles were improved and can now also be connected to the newly added ramps.
The new tiled and brick floors can be placed on any other ground type.
And if you think those floor tiles look familiar, you're right:
DTA finally introduces interior terrain in version 1.15.
There are also a good number of changes under the hood, bug fixes and balance changes.
The balance changes concerning naval units were the most drastic:
All first and second tier ships were made 20% cheaper and their weapon range has been reduced by 33 up to 48 percent.
The weapons of tanks, aircraft and especially artillery units were also made a lot more effective against ships.
Ships no longer self-heal unless they become elite.
Ships inflict more damage against one another.
The goal of these changes is to make naval battles more fast-paced paced and fun, while also giving players a much better fighting chance when they're attacked by naval units while they don't have any naval units of their own.
If you paid close attention to the image, you might have noticed that there are both Tiberium Refineries and Ore Refineries visible. This won't be any different in DTA 1.15: you'll be seeing the correct refineries in all enemy bases from now on.
And that's all we'll show for now. We hope to see you on the 23rd and hopefully we'll get a nice number of online matches going.
After years of adding this, tweaking that, fine-tuning here, TDX has finally reached a state where I consider it release-worthy.
While it doesn't match what I originally envisioned it to be in terms of singleplayer, in terms of gameplay and audio-visuals it is pretty much how I wanted it to be.
There might be some remaining bugs or balancing issues hiding somewhere, but that can be adressed with a patch (or an updated version for the next OpenRA release).
Update: The release has been updated to version 0.51 which fixes a few bugs.
So without further ado, here are the changelog and download mirrors, with ModDB following shortly:
TDX v0.51 - Changelog
- Migrated to .oramod package. See INSTALLATION inside the .zip for details
- Removed empty 'lava' folder from maps which could crash the game when selected
- Fixed compatibility of title logo PNG with OSX/Linux
- Downsized rank insignia so they don't hide infantry and small vehicles as much as before
TDX v0.50 - Changelog
- Day/Night cycles (only enabled on the shellmap, Break of Day and Lost in Paradise)
- Caribic tileset (including 2 exclusive MP/skirmish maps, Pirates of C&C and Lost in Paradise)
- Revamped balancing (leaning closer to the original than OpenRA's C&C)
- GDI Medic
- GDI Mobile RPG Launcher
- Nod APC (replaces regular APC for Nod)
- Nod Chem Tank
- Nod Scorpion Heavy Tank
- Nod Hind (replaces Apache)
- Stereo music (mostly tracks from the Sega/PSX versions of C&C1)
- added various sounds from RA1 and TS for more variety
- added directional cannon muzzle flash (16 facings)
- added RA1 napalm animations (smoother and more 'complete' than their TD counterparts)
- added RA1 water splashes
- added variant of MISSILE with red nose and fins (for use with SSM launcher)
- added different explosions and explosion sounds depending on what terrain or target was hit
- added alpha lighting to several explosion effects
- added blending to some fire effects
- added blinking lights to some buildings
- increased facings of minigun muzzle flash from 8 to 16
- increased facings of flamer and chem spray animations from 8 to 32
- increased power plant and adv. power plant main cooling tower height
- fixed mammoth tank antennae position
- fixed missing shadow on one of moebius' running frames
- tweaked medium tank barrel to point straight forward rather than slightly upwards
- tweaked mammoth tank graphics (replaced shadow on barrels and tracks with real color)
- tweaked adv. guard tower graphics (slightly)
- tweaked helipad graphics (very slightly)
- enabled shadow for all missiles and large bullets
Installation: Copy the 'tdx.oramod' found inside the zip into the 'mods' subfolder inside your OpenRA system directory. If there is no 'mods' subfolder inside the OpenRA system directory, create one first.
IMPORTANT: If you still have the original v0.50 release installed in OpenRA's installation directory, delete that old TDX installation first!
Future TDX releases will always come as .oramod packages that simply overwrite the previous version.
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