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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.

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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
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    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
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    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
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    5. Tiberian Sun

      Tiberian Sun / Firestorm

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

      8.9k
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    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

      19k
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    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
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  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.

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    2. CnCNet Discussion

      Discuss CnCNet itself in here
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    3. CnCNet Ladder

      All CnCNet ladder discussion
      910
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    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!
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    6. The Tech Center

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

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  • New Posts

    • 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.
    • 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?
    • Yeah, it's been gone for a while. I miss it too.
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