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  3. C&C Games

    1. C&C 1

      Command & Conquer 1 (Tiberian Dawn)

      The game that started it all.

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      Red Alert / Counterstrike / Aftermath

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

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      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.

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    1. General Discussion

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  • New Posts

    • I'm uncertain whether this code is viable.
    • #### 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; } ```
    • 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.
    • Hello, developer: Can you recompile a version of ra95? Make the packet size value a little larger.   #define MAX_IPX_PACKET_SIZE         (((1400 - sizeof(CommHeaderType)) / \                                             sizeof(EventClass) ) * sizeof(EventClass)) #define MAX_SERIAL_PACKET_SIZE      512       ((1400 - sizeof(CommHeaderType)) / sizeof(EventClass) ) * sizeof(EventClass),     320,                                                    // # entries in Global Queue      128,                                                    // # entries in Private Queues       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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