All Activity
- Yesterday
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Hey, players of Yuri's Revenge on CnCNet! We have rolled out update 9.0 of Yuri's Revenge on CnCNet, potentially the biggest update that CnCNet YR has seen in *years*. This update is packed with new features, improvements, and bug fixes to the point that it's hard to list all the improvements. Essentially, this update incorporates the work that other community developers have been doing over the last decade, all in a package that doesn't compromise on existing CnCNet qualities: Ares 3.0p1 (by Ares developers team and later AlexB under BSD 4-clause license) is the engine extension (patch) that fixes bugs, adds more abilities for mapping and modding, as well as a bunch of QoL improvements for players. It is the original engine extension that now powers almost every modern Yuri's Revenge mod. Phobos v0.4 (founded by Belonit and Kerbiter; later upkept by Phobos developers team under Kerbiter's lead under GPL v3 license) is the successor community engine extension project that was founded after Ares became closed-source and eventually stopped development. Being compatible with Ares, Phobos is now also widely used in YR modding, with countless bugfixes, improvements and more abilities. CnCNet Spawner (patches needed for CnCNet to support Yuri's Revenge) was rewritten by Belonit and further upkept by Kerbiter. It's now using the same modern tech that powers Ares and Phobos. The rewrite allowed to fix many old bugs and made it more easy to contribute, and is now also compatible with Ares and Phobos. Here are some of the highlights: Many bugfixes and improvements to the game engine, both from Ares and [Phobos, like burst abuse fix, pathfinding crashes fix, oil refinery chrono fix and many many others; Vast new abilities for custom map/gamemode creators to create new content, with stuff like shield logic, AttachEffect logic, custom radiation and many other new things that were previously only possible in mods like Mental Omega, Project Phantom, Rise of the East, Red-Resurrection, C&C: Reloaded and others! Native shift-click to produce 5 units at once (Ares); Extended sidebar tooltips with more information about units and structures, like time to build, power consumption (Phobos); Fixes to in-game text input which allows to chat, for example, in Cyrillic languages (Phobos); Building placement preview graphics (Phobos); Restored game saving/loading functionality (spawner); Campaign support with missions playable right from CnCNet client - enjoy the seamless experience of playing singleplayer and multiplayer from the same place! (spawner); Many fixes to RA2 Mode on CnCNet, like fix to AI not building defences, some animations not being drawn, Psi-Sensor functionality being restored etc. (spawner and Phobos); Various improvements and fixes to observer mode, especially when there are multiple observers (Ares, spawner); Togglable autosaves (spawner); Multiplayer saves! This should alleviate the pain of long games being lost due to crashes or desyncs (currently *sometimes* the save may get corrupted with EIP 006D8F48 when loading, in this case please reload from an earlier save) (spawner, Phobos; ported from Tiberian Sun patches and Vinifera project); You will see a new "Load Game" button when creating a game lobby. To load the saved game, all players who were present in the original game must be present in the lobby. The host can then select the save file from a dropdown list and start the game. Please note that starting a new online game and saving will overwrite the previous game's saves due to the design of the feature (may be adjusted in the future). Fixes and improvements to anti-cheat mechanisms, fully compatible with Ares/Phobos (spawner); New hotkeys, like "Select Next Idle Harvester" hotkey (Phobos)! An option to exclude harvesters from drag-selection, like in modern RTS games (Phobos); Optional power surplus and working/total harvester counters near credits counter (Phobos) What's important is that the list above isn't all that opens up with the new engine patchwork that we have now. Because new CnCNet spawner is written using the same (more sophisticated) tech as Ares and Phobos, that means it will be easier to modify and improve; in future Phobos updates are going to be easy to integrate, and we haven't yet applied all of the existing QoL features of Phobos! The bulk of this big update was brought you by Belonit and Kerbiter, with help of many community and CnCNet members, including YR CnCNet admin team. It took a lot of effort to patch up every component of this update to fit this new architecture and we hope you all enjoy it. If you do - please consider supporting us! Belonit, unfortunately, can't accept donations due to his current residence, so he wished so that whoever wants to support him to donate to other community devs. Kerbiter can accept donations via Patreon or PayPal (no fees; PM to `@kerbiter` in Telegram/Discord for details). At this moment, all donations are vital to me and are my main source of income, because I am still suffering from a long-going military conflict in my country. Over the last 8 years I've done a lot for C&C community (I lead the main classic C&C modding community, CnCNet client maintenance, co-founded Phobos and lead it to this day), so I believe that if everyone who enjoys my work donates as small as $1 a month -- I wouldn't need to worry about finances anymore at all. Your help is especially appreciated in times like this. Phobos developer donation links can be found here. CnCNet developers have to be approached individually; you can also donate towards covering the running costs and bounties at CnCNet's OpenCollective. As always, you can download the update via client automatic updater or from CnCNet website. Now go on and enjoy the new update, and tell us what you think!
- Last week
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Thanks for the reply Allen. I got it working by referring to your opening post: "Note if the game won't start trying deleting the wsock32.dll from the the game folder!" I'm kicking myself for missing a step that I rember doing years ago! RTFM I guess...
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Reconnection Error caused by Gap Generator in Top-Left Corner
CCCP84 replied to CCCP84's topic in RA2/YR Maps
This configuration worked on one more map. The sixth and twelfth cells from the top, second row from the left. Another case that gives reason to think that this could be a universal solution But then again, this map also has a raised corner. We need statistics for a map that doesn't have a raised corner. -
You could try replacing the RA95.exe with the current version from CnC Net single player version. You also said something about having to remove the mpgdll.dll a few yeas go.
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I hate to nag, but has anyone else expereinced this not working with the latest versions of Windows? I love this mod and it's driving me insane!
- Earlier
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- - - Day-Night Cycle - - - With Day-Night Sounds! for any map by CCCP84
CCCP84 replied to CCCP84's topic in RA2/YR Maps
Even in these photos and screenshots, you can see that the tables have three parameters, just like in the file names. These are the color values for red, blue, and green. In fact, I spent a huge amount of effort creating a smooth transition to night and back, so that it would look beautiful, or at least acceptable. I found several very successful combinations. Others, not so successful. There could be thousands of such scenarios. I came up with one. Perhaps there are better scenarios. Now we already have a baseline to work from. If anyone ever wants, they can experiment with the color parameters, perhaps trying to achieve a better result. -
- - - Day-Night Cycle - - - With Day-Night Sounds! for any map by CCCP84
CCCP84 replied to CCCP84's topic in RA2/YR Maps
No, the brightness doesn't change there, it's the red, green, and blue tint that changes. If only change the brightness, it feels like the monitor has simply become darker, this is absolutely unacceptable. You can see in screenshot that the shades are changing. One screenshot has more red colors, another is greener, the night is blue, and so on. -
- - - Day-Night Cycle - - - With Day-Night Sounds! for any map by CCCP84
[CC] RaVaGe replied to CCCP84's topic in RA2/YR Maps
I see from your screenshots that the cycle only changes the brightness, but did you know you can also change the colour of lighting with triggers for red, green and blue, to create sunrise and sunset colours. -
- - - Day-Night Cycle - - - With Day-Night Sounds! for any map by CCCP84
CCCP84 replied to CCCP84's topic in RA2/YR Maps
I made a file that automatically integrates the cycle into the map, nothing else needs to be done. Just unzip the file from the archive into the same folder where the map is located and run it : CCCP84's Day-Night Cycle 1.2. Integrate full Cycle into the Map (Put MAP file in same Folder).exe.zip Or run Pyton file if you have Pyton installed: CCCP84's Day-Night Cycle 1.2. Integrate full Cycle into the Map (Put MAP file in same Folder).py.zip ( If there are lamps on your map, you need to remove them first ) -
Hello, I have a following issue. Although I'm not an expert mapper I know how to work with FinalAlert/FinalSun. Recently I've been working on a map for Twisted Insurrection. It's not the first map for this mod I've made, and all the previous maps worked fine, although they didn't quite meet my expectations. That's why I was surprised, when my most recent creation crashed during loading. Precisely it crashed during "secondary check of combat zone", though I'm not certain whether it really means something. The map in question is supposed to be a large valley infested with all kind of Tiberium nastiness, including all available lifeforms (there's a lot of them) surrounded by cliffs, on which the players start. There are also quite enough tech stuffs to capture - more than in any other map I've played so far. The one error I regret making is to not periodically test the map if it works. I've no idea what did I do wrong. The map check tool doesn't detect any errors. I tried to avoid placing Tiberium on slopes, because it is said to make the game crash. Perhaps one of the tiberium creature is buggy? I don't know - I've seen them all in other maps and they worked fine. I began to slowly deconstruct the map, in hopes, the thing causeng the crash will be removed but so far nothing helped and I don't want to remove the crucial stuff. I hope there's not something wrong with the terrain itself - it took me aeons to form it. I'm at my wit's end. I'm attaching a zip with the crash logs and the map itself. Can somebody experienced take a look at it? cbreach.zip
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So much to say about this. Let's begin with, "yes, there are cheaters". Despite what bkmod claims. Cheaters always find a way. But "no, that 10 to 25% faster is due to using hotkeys". Hotkeys really safe you a lot of time. If they don't want to explain to you how they play. They want to keep kicking your ass. Don't play with them. But if they do want to explain to you how they play with hotkeys. Learn from them. Listen to them. So they aren't lonely and ignored anymore for a while. Personally, the best group was in Red Alert. I relearned Q and hotkeyed map portions. It has been a while though, since I have life. In td, I swear, exactly 1 of them always cheats and never wants to share his way of playing, nor does he allow you to watch as observer. The rest was just toxic. In ts, I have seen the replays, most of them are really good. But you need to learn to start grouping units. And some like to share, how they got skilled. TS is a good group to learn in. If you don't feel like playing against "cheaters". Don't play with them, period.
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- - - Day-Night Cycle - - - With Day-Night Sounds! for any map by CCCP84
CCCP84 replied to CCCP84's topic in RA2/YR Maps
I have improved the cycle in such a way that it is possible to add night and day sounds to it. This creates additional immersion in the atmosphere of the night. I have already implemented this Сycle with Night Sounds on - O C E A N I A - , - BLACK SEA - and - S T O R M - These versions will be released along with the next CNCNET update. -
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No im not a newcomer. Infact there are cheats and they do work online. as long as you stay in sync with buildin game mechanics, you dont get a de-sync.
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If anyone could help me I'd really apricate it - I love this mod. I've just had to reinstall Windows 10 on an old ThinkCentre that I was using to play old games. The last versions of Windows 10 just don't seem to like Red Dawn at all, which is weird because RA, Dawn of Tomorrow and classic C&C all seem to run just fine. I've copied files from the latest RA, but that doesn't seem to help, which is odd as that worked when there were slight bugs previously. Anyone got any ideas?
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In that case I'm not sure what the issue could be. RA1 not working at all was my best guess, since the mod doesn't really made any modifications that should affect this AFAIK.
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You're just a newcomer and probably are not familiar with game mechanics yet. Are you? 🧩 There are no cheats... well there are, but they don't work Online. If you're using any you would most likely receive de-sync information with all the player bases exploding in a result of ending a game for you. 💡 People most likely like GMAC62 and giant are using Hotkeys. This does change game speed for those who just click and drag. 🚩 Also if you're on low power, you will be building 50% slower.
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GMAC62 (IRL) , giant (GER) whats being done about these build speed hackers ? somehow they've managed to change their ingame build speed to 10-25 % faster build speed then the rest of us !
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Reconnection Error caused by Gap Generator in Top-Left Corner
CCCP84 replied to CCCP84's topic in RA2/YR Maps
I started working on my second map and dealt with the problem of the gap generator error. I acted according to the scheme I had proposed with myself: I filled the side upper space with gap generators covering one tile and began to gradually remove the excess and test for errors. After a rather long process, I came back to the scheme with two gap generators. I did not think to look at the previous map before. But after I looked, I was amazed to discover that the tiles on which the gap generators were located on the first and second maps completely match. These are the sixth and twelfth tiles from the top in the second row from the left. This probably requires more testing, but there is a hint of a system. If it is confirmed that only these two tiles solve the problem, this greatly simplifies its solution. It is possible that the size of the field that is outside the visibility of the map also matters. As you can see, in my case this field is 2 Also, on both maps, the ground level is raised in the corner. Perhaps on flat areas the problem will work differently. Be sure to check your maps for this error and try to solve it in the same way as above. INI code for gap generator 1x1 : [CAMSC12A] Immune=1 GapGenerator=1 GapRadiusInCells=0 -
Hey guy recently downloaded ts on a laptop to use at work. For sone reason q isnt a preset hot key for scouting and moving whilst attacking. Ive searched in the hotkey section on my old pc and q isnt even an option to choose from. Any help on how i can fix this problem?
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Three month and no one has replied? Well... no wonder. Many things are taking a turn point in CnCNet. I believe you still wanna play on Funky's client and you have Windows computer — then get this client 👉 Installer | Download the game Tiberian Sun | Command & Conquer Communications Center
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I'm uncertain whether this code is viable.
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#### SESSION.H **old**: ```cpp //........................................................................... // Max sizes of packets we want to send // The IPX packet's size is IPX's max size (546), rounded down to accommodate // the max number of events possible. //........................................................................... #define MAX_IPX_PACKET_SIZE (((546 - sizeof(CommHeaderType)) / \ sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE 256 ``` **new**: ```cpp #define MAX_IPX_PACKET_SIZE (((1400 - sizeof(CommHeaderType)) / \ sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE 512 ``` --- #### GLOBALS.CPP **old**: ```cpp IPXManagerClass Ipx ( MAX (sizeof (GlobalPacketType), sizeof(RemoteFileTransferType)), ((546 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass), 160, // # entries in Global Queue 32, // # entries in Private Queues VIRGIN_SOCKET, IPXGlobalConnClass::COMMAND_AND_CONQUER0); ``` **new**: ```cpp IPXManagerClass Ipx ( MAX (sizeof (GlobalPacketType), sizeof(RemoteFileTransferType)), ((1400 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass), 320, // # entries in Global Queue (原160, 翻倍) 128, // # entries in Private Queues (原32, 4倍) VIRGIN_SOCKET, IPXGlobalConnClass::COMMAND_AND_CONQUER0); ``` #### QUEUE.CPP **old**: ```cpp //------------------------------------------------------------------------ // Determine how many events it's OK to send this frame. //------------------------------------------------------------------------ if (net->Private_Num_Send() >= 4) { cap = 0; do_once = 1; } else if (net->Private_Num_Send() >= 2) { cap = 5; do_once = 1; } ``` **new**: ```cpp if (net->Private_Num_Send() >= 16) { cap = 0; do_once = 1; } else if (net->Private_Num_Send() >= 8) { cap = 20; do_once = 1; } ```
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Make the packet size value a little larger. I have discovered a very serious problem. When all players are performing "gq operations," we get a network disconnection after it's done more than 200 times. later tested this with just mouse clicks and found that the disconnection happens at 1,500 clicks. I've discovered that the IPX packet size is limited to 546.Could you please change it to 1400? Also, please change MAX_SERIAL_PACKET_SIZE from 256 to 512.
