OpenRA
openra.net
openra.net
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!
It helps that this is a childhood favorite game of mine.
I didn't play enough doom to really love it in the same way.
And then I pay bills for eight hours.
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.
It's super impressive this works at all.
1. download current version of Linux
2. an MS-DOS/Minix dualboot VM starts with Linus beating Prince of Persia
3. fast-forward all the way through the history of Linux to him merging the relevant patchset
(note that factorio does a hybrid: multiplayer works like an RTS but starting from a save game instead of from scratch. If your PC can barely keep up with a server that you're joining, it can take a long time to actually get into the game or actually just not be possible)
How do they develop it? The developers must have to save and restart the game more than anyone.
I'm curious about how it's designed, which must be different than most other games and software. (I'm not saying they are crazy, etc. I'm certain they've thought about this issue.)
I suspect the answer is that we are misunderstanding something and that it can save and restore state relatively efficiently.
(It's not impossible to do both: while it's not strictly an RTS, Factorio has the same difficulty of synchronising the whole game state in multiplayer, but also has the disadvantage of quite long-lived and simulation-intensive games. So it uses a hybrid approach: it has a deterministic engine and a game state save, and when someone joins a multiplayer server, the server snapshots and sends the game state, which may take a few minutes, then it sends a replay to catch that player up to the current state of the game. But this is something that took them a lot of work to get into a reliable state and was kind of forced onto them by the constraints they had to work with)
> there's big advantages to having a deterministic simulation and relaying the player's commands instead of the whole game state, in fact unless you know everyone playing the game has a very good internet connection it's the only viable option.
If I understand, running it all on a server and just updating player UIs doesn't work for an RTS because some user Internet connections bottleneck the updates, putting those users at a disadvantage. You need to keep as much on the client as possible.
Since when is having to micro your units viewed as an issue in an RTS?!
OpenRA – Classic strategy games rebuilt for the modern era - https://news.ycombinator.com/item?id=42823667 - Jan 2025 (122 comments)
OpenRA – Classic strategy games rebuilt for the modern era - https://news.ycombinator.com/item?id=37553193 - Sept 2023 (169 comments)
OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era - https://news.ycombinator.com/item?id=28511076 - Sept 2021 (199 comments)
OpenRA Release 20210321 (and new website) - https://news.ycombinator.com/item?id=26533422 - March 2021 (10 comments)
OpenRA: An open, cross platform and expandable implementation of Command&Conquer - https://news.ycombinator.com/item?id=23342320 - May 2020 (3 comments)
OpenRA: Classic strategy games, rebuilt for the modern era, open source - https://news.ycombinator.com/item?id=14065021 - April 2017 (1 comment)
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(p.s. reposts are fine after a year or so; links to past threads are just to satisfy extra-curious readers!)
EA Open Sources Command and Conquer: Red Alert, along with other games
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.
It would be more expensive than AAA games then.
WINEDLLOVERRIDES="ddraw=n,b" %command%They also don't have a choice though. There's nothing illegal or actionable about OpenRA. At most EA could have potentially forced them not to refer to CnC on the github, but even then its not clear that that's enforceable
They definitely didn't need to open source it.
Does it? I couldn't find anything like that.
Whoever runs it, you're awesome!
The player base is only slightly lower than when I used to play RA2 on dial-up like 20 years ago.
I've boycotted EA ever since they ruined the franchise.
Jane had an infectious laugh. She was always baking. She died her hair bright red. She drank too much wine. She didnt know much about the details of technology but she was intrigued by it, she read books and she volunteered to help as a teachers aide at the local primary school.
And Jane had a secret, she was one of the best Red Alert 2 players I had ever seen. We'd have matches over dialup and she would totally wreck me in such a short amount of time. I couldn't figure out a strategy to beat her, it was different every time.
I still have very vivid memories of Jane sitting in the corner of her farm house, big thick glasses on, glass of red wine, leading the comrades into war, and laughing as she bombed the allies into submission.
If you met Jane on the street you would never ever guess that under that farmer's wife persona, lurked a dangerous and cunning war strategist. Totally unexpected and utterly fabulous.
Love you Jane
Moving everything to TCP/IP came with a lot of improvements, but we also lost important things. Reminds me of the move from Flash to HTML5.
Interestingly Augustus is itself a fork of Julius, where Julius intends to replicate original behavior including bugs whereas Augustus adds a number of QoL improvements like better parking control for the walkers.
Anyway all that to say, open-source engine remake projects are awesome.
The one thing I'm missing is C&C Generals and Zero Hour. Those were also really fun to play over LAN.
I hate the term "AI" applied to games, since AI means so many things and usually implies something smart, "intelligent". But in reality, it is more like a "bot" or a "computer player". And the main goal is not to be super-smart, but to be plausible enough and provide an appropriate challenge to the human player.
There are some "fair" bots in games - like in my favorite turn-based Mechanized Assault and Exploration from the mid 90s. Computer players follow the same rules as the human ones - e.g., if something is not visible to the radar, the computer will not see it. The only "cheat" is the resource boost computer players can have on the higher difficulty settings, but it is totally optional. And as an experienced player, you always let the computer have it, since you want a challenge, and without that boost, it has no chance whatsoever.
Continuously shifting the goalposts of what "AI" is is, of course, a well-known phenomenon, giving rise to what's called the AI effect or Tesler's theorem [1].
That is why I prefer to call them "bots" or "computers" - just to separate them from a shifting mess of definitions of what "AI" actually means. It reminds me of "Destination Void" by Frank Herbert, where the main characters were trying to build artificial consciousness and were struggling to define what it actually means.
For a lot of games it can be surprisingly easy to make an AI which beats the median player even when limited to just basic strategies, simply by not getting distracted by the gut feelings that humans have.
Even for more complex strategy games like say Starcraft II where that's not enough, there's this: https://en.wikipedia.org/wiki/AlphaStar_(software)
If you meant _playing_ raw based on LLM input - that's probably the wrong tool for the job. The latency for you to react to a mango shot is faster than a billion tok/s lol
These days, I'm having incredible fun developing good old AI scripts with LLMs, for my own vibe-coded RTS game. Just choose all AI players here to make them battle each other: https://egeozcan.github.io/unnamed_rts/game/
I even let the LLM generate a tournament script to make AI scripts from different LLMs battle (headless): https://github.com/egeozcan/unnamed_rts/blob/main/src/script... GPT-5.5 leaves all in the dust currently. I cannot beat most in the game I set the rules myself :)
If you are like me, you can just make LLMs create your personal RTS game and also develop custom AIs. It's so much fun.
To be honest I didn't play with mods much myself because I was consumed enough with the joy of building tools (such as for INI editing and voxels) and the websites, and connecting with the community and other site/tool builders. I did play the vanilla games a lot though.
I contacted the community manager at Westwood Studios and was granted the chance to visit once during a trip through Vegas. I remember him and others being very friendly, giving me a tour through the office, seeing the reality of the life of game testers, having some time with the Yuri's Revenge expansion before release, and being given some merch - a Dune II box, a C&C poster, which I still have in storage. Just to share some more of what I can recall from those days.
I left some more details here https://news.ycombinator.com/item?id=48703769
What are the possibilities for just giving Claude that each turn. Yes, insane over kill, but in a couple of years Claude level AI will run locally on laptops...
Developing AI scripts, however? They are crazy good! I try to re-balance the game to give a little edge to the humans, then it takes a single iteration for your not-even-sota LLM to destroy me. I mean I'm not the fastest RTS player but for the lack of skill, I have the advantage of being the designer of the game :)
About the RA2 AI scripts: You can react to enemy faction, composition etc. but it's impossible to program it to pull back its tesla tanks when they are under threat from a bunch of rocketeers. Those things are hard-coded in the game engine. I think the only exception was the DeeZire mod which patched the game exe, if I'm not hallucinating.
Maybe something like Gemini Flash would do a much better job.
I suspect LLMs might be able to do that better. Even their hallucinations are less frequent and more convincing, very generally speaking, than game AIs IME.
Because there is no collision between the sky and floor it determines that this is the quickest route. Even with zoning it does something you'll never think of.
Using LLMs as NPCs can be hilarious to watch.
It's tons of fun, and runs in wine, too. Typical quirk is that the profile folder has to be setup before running it (same bug as with old generals.exe versions). But can be played easily with wireguard over the internet.
Meamwhile people make threads about RA what was a bad game even when it came out - "strategy" was to made few overpowered towers, then mass tanks and flood the computer with them. Mutliplayer was tanks + dogs, so the first shot of the enemy tank was wasted on your dog.
SC having the status it does in Korea has other causes than only being a good game. I wouldn't argue football is better than some other sport because fifa holds a tournament with prize money that many people watch
I only complain because I put in over $1,000 USD as part of a crowd funding campaign to do just that
...13 years ago :(
Lots of fun.
EDIT> My fav setup is to join a free empty server , set up 2 teams, 2 AI and 1 human vs 2 AI and 1 human. And then play with my friend. Great fun. The AI adds a bit of a randomness to the games. Easy smooth quick interface. Just perfect for a quick free RTS game with a friend.
And join our discord to follow along!
It’s $6 for every C&C ever made right now.
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
Every time I've tried to install this previously, this was my wall :(
EA released CnC and Red Alert as free downloads twenty years ago.
Scaling text, renders over wlan0.
Great project, great game.
I'm able to get the mechanics down. But I can't get the graphics past RA1 level yet without killing the process power.