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  1. Yesterday
  2. Hello! Long time no see again. Just want to say, can I please request for new options to be added in a future update? They are as follows: [O] Allow Country-specific units (Players have country-specific units per faction available) [O] Instant Build (Players build structures and units very quickly) Can you really really please add them? Thank you! :3
  3. Last week
  4. The new update has completely ruined the game. Almost every match longer than 15 minutes results in a connection error. These disconnects happened before, too, but not nearly as frequently. It completely ruins the fun. I just quit the game in frustration because we had these disconnects three times in a row.
  5. Many people already do this on the Blender C&C Discord: https://discord.gg/4KUXjjmR
  6. Earlier
  7. After this latest update , my YR crashes during Skirmish on normal maps and Mod maps. Has Anyone else had this problem ? Any solutions ? Help me please. Monza1978
  8. I can configure your network properly with a static IP and set up NAT/Firewall over TeamViewer for a small fee, payable via PayPal. For reference, I've spent more than a decade troubleshooting RA2/YR bugs and problems for players across the world.
  9. After much struggle the issue is resolved. Indeed it was caused by the tiberium. Looks like one specific overlay BTIBX is corrupted and causes the game to crash. I had to wipe the entire map of tiberium to find out. It was tedious as hell. Anyway the map works fine now, I'm just unable to create a special TI rendered preview. The Map Renderer seems to have some issues and I don't have the nerve to search for a solution. Also don't have idea how to add author tag to the map. I'll share the working map here. When fully engaged, it's a total carnage. Enjoy. cbreach.map
  10. CCCP84

    [6] Tiligul

    This is my very first map, which I made back in distant 2009. It may not be as good as my other maps, but it's still playable. A 2x2x2 game probably wouldn't be a great idea. However, it's playable as 3x3 or 2x2. [6] Tiligul v1.2.map At that time I didn't place each tree separately and just went over the map with a brush ) (Tiligul (from turk. Deli Göl (mad lake) is an estuary in the northwestern part of the Black Sea, near which I was making this map. The spit of land present on the map is inspired by local landscapes)
  11. I added a test map so you can clearly see what we are talking about. As they say, it is better to see once than to hear a hundred times.. ) [8] Oceania (Author's Mod) v6.1n TEST NIGHT.map
  12. The map was created back in 2019. However, due to a bug with miners that could not collect ore normally on huge maps, it was lying in a distant drawer. Now, after the release of the beta version of the client, this bug, among others, has been fixed and the map can be used now. It is already included in the CNCNET client. You can find it in the main section. Due to its size, detalization and the amount of work expended, it is unprecedented. This is Oceania plus a lot of work. ->->-> [8] Australia v1.2.map <-<-<- Based on map - - - O C E A N I A - - - I make previews for all my maps for the client resolution 1440x900. This resolution gives a clear picture pixel to pixel. I recommend to use it. But your video card may not support this resolution, it may not be on the list.
  13. All triggers have been reworked. Potential error due to the gap generator in the upper left corner has been eliminated. Fixed a issue where the Sniper would re-enter the IFV after disembarking. Added a day-night cycle with night sounds.
  14. A huge amount of work has been done. Secret paths and hidden locations have been added. All triggers have been reworked. Night sounds has been implemented in day-night cycle. The issue with the gap generator error in the upper left corner has been resolved more efficiently. The number of trees has reached more than 8,400, each of which was placed manually one by one and not with a brush. The new version has already been integrated into the CNCNET client.
  15. Reworked all triggers, added a day-night cycle, added a decorative village and coastal fortifications, changed the location of the bunker on the lower left island, improved reveal of disputed islands, added more sounds and night sounds.
  16. 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 him and are his main source of income, because he is still suffering from a long-going military conflict in his country. Over the last 8 years he has done a lot for C&C community (he leads the main classic C&C modding community, CnCNet client maintenance, co-founded Phobos and leads it to this day), so we believe that if everyone who enjoys his work donates as small as $1 a month -- he 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!
  17. 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...
  18. 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.
  19. 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.
  20. 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!
  21. 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 base to work from. If anyone ever wants, they can experiment with the color parameters, perhaps trying to achieve a better result.
  22. 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.
  23. 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.
  24. 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 )
  25. 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
  26. 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.
  27. 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.
  28. bkmod

    Q button

    Here's an update. (hope it helps especially if you're not on Discord)
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