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  1. Important

    1. Forum rules

      in here are the forum rules. Read them!

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  2. Communication Center & Repair Bay

    1. CnCNet News

      Never miss an update, all news related to CnCNet you can find here.

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    2. Community News

      Have some news, videos or images you would like to share? It could be anything, a meme, gif, video...

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    3. Support

      Game & Client Support

      If you have an issue with CnCNet, installing or running a C&C game or any problems related, you are free to open a topic in this forum.

      10.1k
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  3. C&C Games

    1. C&C 1

      Command & Conquer 1 (Tiberian Dawn)

      The game that started it all.

      7k
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    2. Red Alert

      Red Alert / Counterstrike / Aftermath

      C&C breaks time and introduces Tesla Coils, Tanya and time travel.

      7.1k
      posts
    3. Sole Survivor

      This forum is for discussion of the game where you control one unit and use your micro skills to defeat other players. Sole Survivor -> DoTA before DoTA was a thing.

      173
      posts
    4. Dune 2000

      The noble Atreides, the insidious Ordos and the evil Harkonnen. Only one house will prevail.... This forum is for the discussion of Intelligent Games' C&C inspired recreation of Westwood Studios' Dune 2.

      311
      posts
    5. Tiberian Sun

      Tiberian Sun / Firestorm

      Discuss the sequel to C&C1 that introduces more lasers, railguns and even big stompy mechs!

      8.9k
      posts
    6. Red Alert 2

      Red Alert 2 / Yuri's Revenge

      Mind controlled squids, attack dolphins, weather control devices..discuss Red Alert 2 and Yuri's Revenge in here

      18.9k
      posts
    7. Renegade

      Command & Conquer: Renegade

      C&C goes up close and personal.

      71
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    8. Newer C&C games

      Discuss everything from Generals to whatever EA is doing

      983
      posts
  4. The Power Plant

    1. General Discussion

      This is the infamous "General Discussion" forum. This is where you are able to discuss topics not covered in the other forums.

      5.5k
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    2. CnCNet Discussion

      Discuss CnCNet itself in here
      2.9k
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    3. CnCNet Ladder

      All CnCNet ladder discussion
      910
      posts
    4. Mapping Discussion

      This is the main forum for map discussion.
      2.6k
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    5. Modding Discussion

      Bring in the .ini files and lets mod!
      5.9k
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    6. The Tech Center

      This forum is for research and programming.
      1.1k
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  5. Hosted Projects

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  • New Posts

    • 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!  
    • 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...
    • 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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