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Actually I love this game so much, I played since C&C 1 on Windows 95 and continues more sucn as Renegade, General, C&C3,and finally Red Alert 2 Yuri Revenge Now I'm 37 But I still love to play Ra2 everyday! But I notice some issue about Battle Fortress, when I attach it with some troopers, and they enter it by stupid ordering, by don't care about distance or no metter who's closer, sometime they just waiting someone who's further or don't around... Why who's closer enter first? and when entered some enemy base, especially contain with Guardian GI it always attack or shoot to a tower or sentry gun first! by don't care what's enemies units around... enemies units will kill you while you just stupid hit the tower, even the tower stop working by no power already! Why not attack denger alive unit first? and after I create game with a lots of seats map, and attachs them with AI, if I swith back to less seats such as 8 to 2, it still have AI left in the seats I have to manual remove AIs out of slots one by one Why not automatic remove them according to available seats of map?
- Earlier
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Hu TaxOwlbear, Yes, the CNCnet version of RA works fine.
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!!!!! I discovered the reason causing the reconnection error !!!!!
CCCP84 replied to CCCP84's topic in RA2/YR Maps
You can only add to the left. The other sides are fine. In my case, I couldn't enlarge the map because it already has maximum size 208x208. -
I did this when there was a war outside my window, I lived practically on the front line near Kharkov and did this during the breaks when the electricity was restored after shells had crumbled the wires on the poles into noodles )
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The full Day-Night cycle. The duration of day and night can be easily configured in the [Events] section. Day-Night Cycle - 30min.ini Day-Night Cycle - 45min.ini Day-Night Cycle - 60min.ini Day-Night Cycle - TEST.ini- Hier light changing happens every tick. For tests. It can be copy-pasted into any map. Simply copy the text from the file and paste it into any empty space in your map file. Also, delete the old Lighting section from your map. You don't need to do anything else. Everything will work. If radiation was applied during a lighting change, post-radiation artifacts will appear. When the day comes, these are erased by an invisible lamp. If your map has lamps, they won't work properly. They should be removed. You need to take into account that in a real game the time will be longer due to lags. 60, 45, 30 minutes it is time with ideal conditions without any lags. I did this back in 2022 on - - - O C E A N I A - - -. Now I've isolated the triggers that were previously mixed in with others. As far as I know, from 2022 until now, Oceania was the only publicly available map with such a cycle implemented. Now, I think there will be more ) We could also consider including this cycle as an option in the CNСNET client. If you mention me inside your map file with this line, I will be pleased: ; Day-Night Cycle by CCCP84. Made in 2022. v1.1
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!!!!! I discovered the reason causing the reconnection error !!!!!
Bobble replied to CCCP84's topic in RA2/YR Maps
I added 6 extra squares around all edges (top, left, bottom, right) on all my maps years ago, and it pretty much solved the reconnection error (often caused when a player with gap generator goes low power, due to instant re-shrouding I think). It is far easier to (automatically) resize a map (increase map size to add extra around the visible area), than to start adding off map buildings. It also is more intuitive to map makers. -
World Domination Tour/Original TSFS Lobby chatrooms
Jack Chen replied to rabidsnypr's topic in Tiberian Sun
Miss this mode also! -
!!!!! I discovered the reason causing the reconnection error !!!!!
CCCP84 replied to CCCP84's topic in RA2/YR Maps
I conducted extensive testing of the problem. I spent a lot of time on it. Here's what I discovered: The problem area changes its position depending on the terrain's elevation and whether there are any elevated areas. The area is located on the left. Apparently, these are some points that cause an error when removing fog. I came up with an idea for a solution. I placed a civilian gap generator in the problem area, and it worked. Then I created gap generators using ini. I started changing the radius and moving them. In the end, I created generators with GapRadiusInCells=0. They cover 1 cell they're on. I filled the entire side beyond line of sight with them, and then started deleting and checking. In the end left two points that were causing the error without gap generator. I'm attaching a screenshot. This completely solves the problem, but for this specific map. I suspect these points might shift when the terrain configuration changes. Obviously, there won't be a global solution to this problem, so I suggest all map makers do as I did. Fill the sidewall with gap generators with GapRadiusInCells=0 (I think you can do this in just one vertical line) and then remove the excess. It won't take much time. We can agree to use the [CAMSC12A] target as a gap generator. There are two identical ones: [CAMSC12] and [CAMSC12A] Or, a simple, lazy solution: simply expand the map to the left, beyond the visibility limits, by a few cells. If anyone wants, they can test this further using my findings. I'm already tired of testing it. In general, all maps included in the CNCNET need to be fixed. Perhaps someone would be willing to take this on. Or, for example, everyone could rework their favorite maps. I also made an interesting discovery. It turns out you can place a building not only outside the visibility range, but also outside the map, and it works there. For example, a gap generator will generate fog from outside the map. You just need to manually specify the building's coordinates in the file. Negative values also work. -
Optimizing CnCNet Gaming Experience at Cleats Bar and Grille
kimkorton998 replied to Mr Ruky's topic in General Discussion
I am also encountering the same issue, and your description really resonated with me because I’ve run into nearly the exact same situation when trying to host group C&C games through CnCNet on a shared network. Everything works perfectly when one or two devices are connected, but as soon as multiple players try to join in from the same Wi-Fi, the connectivity becomes unstable, with frequent lag spikes and disconnections. The strangest part is that the rest of our internet usage streaming, browsing, or even other multiplayer games runs without any hiccups, which makes it even more confusing to troubleshoot. In my case, I’ve noticed that it seems to be tied to how CnCNet handles peer-to-peer traffic and port assignments. When multiple clients are sitting behind the same router, the NAT and port forwarding can clash, causing packets to get dropped or misrouted. I’ve tried tinkering with router settings like enabling UPnP, manually forwarding ports, and even separating devices onto different SSIDs, but the results have been inconsistent at best. I’m beginning to think this is less of a raw bandwidth problem and more of a network configuration/NAT traversal issue. Some folks have suggested that using wired connections instead of Wi-Fi, or assigning static IPs to each device and matching them with unique port rules, can reduce conflicts. I’ve also heard that using a VPN configured for each device can sometimes bypass the local NAT issues, but I haven’t tested that thoroughly yet. Please assist as I am not a techie -
Does base, unmodified RA1 work for you?
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Yeah, it's been gone for a while. I miss it too. -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
X3M replied to Ferret's topic in RA Multiplayer Maps
I am just happy that you still exist. Your YT channel is gone though. -
Thanks for providing support again after all this time, but the issue remains. I suspect machine's configuration just doesn't like the game. I've had similar issues with Radeon graphics and few other older games, so I'll move away from AMD in the future.
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Not had it my self but this is now using a vary old copy of ddraw. You could try updating to the current ddraw. Make a backup copy of your current ddraw files. (ddraw.dll and ddraw.ini) https://github.com/FunkyFr3sh/cnc-ddraw/releases You will need the ddraw.dll and ddraw.ini and maybe the cnc-ddraw config.exe as I have no idea what has or has not changed with the ddraw parts so the RedDawnConfig.exe Video Optaions may not work with the current ddraw.
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Ferret replied to Ferret's topic in RA Multiplayer Maps
Terribly sorry that I don't have a good version for you guys to download. Seems all of the versions I could find were old versions that were buggy and unbalanced. I thought I had saved a version on Github, but I guess not. I may have to build it from the ground up because the version that I currently have for download is obviously not how it was intended to be. It was an experimental version that I had uploaded. Balance is way off, but there was a time where things were working properly. I'll have to work on a version once I get some free-time. -
Me again... So I've recently tried to fire this up on a laptop with AMD graphics and RA95 opens but only in the task manager. Has anyone experienced similar issues?
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Hi guys, it's been a while. I just build a new PC and transferred everything to it. I'm now on Windows 11 and the game runs, but the text in the pauze menu and savegame menu. I think y'all know what I'm talking about, but this time I can't fix it. Nothing in the config/setup program does anything about it unlike on my old PC. This problem is also present in Red Alert but slightly less. And also, the games often crash on startup now that I think of it. So badly in fact that I need Superf4 to get back access to my PC. Are these problems known? Hoping to hear from you! Been enjoying Red Alert alot recently. Edit: I did try to reinstall the game but same problem occurs. Maybe people still see it here.
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Jagged text and crashes after transferring game to new PC
Grove4life5 replied to Grove4life5's topic in C&C 1
I just tried a complete reinstall, but nothing. Please come in, everything looks jagged and I don't know why. It feels like I'm shouting in a graveyard.... -
Hi guys, it's been a while. I just build a new PC and transferred everything to it. I'm now on Windows 11 and the game runs, but the text in the pauze menu and savegame menu. I think y'all know what I'm talking about, but this time I can't fix it. Nothing in the config/setup program does anything about it unlike on my old PC. This problem is also present in Red Alert but slightly less. And also, the games often crash on startup now that I think of it. So badly in fact that I need Superf4 to get back access to my PC. Are these problems known? Hoping to hear from you! Been enjoying Red Alert alot recently. Edit: I did try to reinstall the game but same problem occurs.
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An update for the original "Red Alert 2" company, but in a cooperative mode for 4 players! The first 2 Alliance missions and one mission for the Soviet Union are currently ready. However, the second mission for the Soviet Union is currently under development and will be released soon. Many bugs have been fixed, making the gameplay more enjoyable. "What are you waiting for, Commander? Gather your team and repel the attacks of a powerful enemy." Spartak: I would appreciate your feedback in the comments, and I wish you a pleasant gaming experience. Incoming:
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I started an LP which will cover the whole of the singleplayer portion of this mod. This is going to be a long one!
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I was able to find what the server name was: NG-Build server https://www.youtube.com/watch?v=AV0_PJsJd7o
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Hi guys, Sins a week my friend and I started betting game crashes (after 10 tot 30 min) when playing each other via cnc net online or via the LAN option, using Hamachi for a virtual LAN. We both reinstalled RA2/Yuri and cnc. We have both updated everything. No change. Any ideas?
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Hey there, I would like to talk a bit about Psychic Sensor in the Red Alert 2. Just so let everyone know what I'm talking about, I have uploaded an image about it in an iconic environment. So, this device can detect approaching enemies within it's range, from anywhere across the map, also it has a bonus feature that it detects enemy Spies, so if there is any armored unit or building nearby, they will automatically attack the Spy. Naturally only dog and Yuri does that. And that's not everything, if there are Mirage tanks within detection range, they will be compromised, tanks automatically attack them without ordering them. What changed in the Yuri's Revenge? The first change was that it's removed from Soviet's arsenal and moved to Yuri's fraction. It got a moved from the defensive structures to the main buildings and working as a Radar at Yuri's side. You would say it does the same as in the original version, only the visual texture has been changed. No, one of it's effect has been disabled, it does NOT reveal Mirage tanks within it's range, which is kinda sad in my opinion. So I would like to add this feature back to it's origins since Mirage tanks are a pain in the back. Also, if I enable "Red Alert 2 mod" in the client, the structure gets back to Soviets as it's used to be but still does not detect Mirage tanks. It's also a pain. I used to play more likely the original RA2 online and used this feature a lot in the 'Afghanistan' map. And one more thing would be good to be optional: DISABLE or ENABLE the sight lines in the settings because on Survival maps it's annoying as hell, especially since Yuri MUST build it in order to continue building chain. Thank you!