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hifi

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Everything posted by hifi

  1. Due to unfortunate and undisclosed reasons, Iran is no longer with the CnCNet team for the time being. We thank him for his previous work on CnCNet 5 and related projects.
  2. Hello Commanders, The CnCNet Renegade Master Server has been up for almost two months now, but now it's finally officialized and will be fully supported by the CnCNet staff. It will help the C&C Renegade community to keep their servers listed even after GameSpy is shut down which should happen very soon now. Servers that currently announce to our master are visible on our new Renegade servers page at http://cncnet.org/renegade-servers and as an added bonus, a new protocol launcher for renegade:// links have been added so you can see the status of Renegade servers directly on our page and connect to them without opening any external programs. When time allows, the server listing page will show players as well as other data that is available. Hopefully our initiative will keep yet another C&C title alive!
  3. This looks like a bug triggered by unreleased ts-ddraw ddraw.dll that is apparently shipped by everyone already. I don't remember the exact EIP but this sure looks like a so-called blitter crash that is very easily triggered by ts-ddraw. TS and RA2 both suffer from it occasionally. If you're not on Win8 you could try running the game without ddraw.dll in the game directory (rename it) if it exists.
  4. Hello Commanders! We just released a new feature to the CnCNet client that allows you to send your game crash reports directly to us for investigation. We will do the best we can to fix any in-game crashes you encounter with our supported games. Participating is completely optional and only the minimal required information of the crash is sent to us. That includes your operating system version, game version, your current game room options and the actual crash dump that contains only information about the game executable state when it crashed. No other information is gathered or sent. Currently Red Alert and Tiberian Sun crash reports are supported. Hopefully we don't get flooded with them! Keep on playing.
  5. It wasn't a NodeDeploy server that had networking issues. Our setup used our testing server as the CnCNet 5 live server for a long time. Our NodeDeploy server is now linked together with it.
  6. Hello Commanders! Following Sundays long downtime, we have set up redundancy to avoid it happening ever again. Before, CnCNet was running on only one server. Today we run on two separate servers: one in the US, one right here in Europe. Both are linked together to form a network where all players share everything. If one goes down the other one will happily serve the players. If one server goes down or there is some issue with network connectivity between them, they will "split" and the players will only see other players connected to the same server. People familiar with IRC will know this as a netsplit. It is unfortunate when they happen and will cause some disruption. However, this will ensure you can always connect to CnCNet. So what does this mean for you? First and foremost, the default server hostname, irc.cncnet.org will throw you randomly between the two servers. When the other one goes down we will try to quickly update it to point only to the working server. Alternatively we have new additional hostnames now: us.irc.cncnet.org and eu.irc.cncnet.org that only point to their respective servers. If you have connectivity issues to one of the servers you can alternate between them manually to find out which one is down and which one is not. I hope this will improve player experience and cause less disruption than relying on a single server. Thank you for your patience.
  7. hifi

    OpenRA

    Lol, all of you. The reason why I started working on CnCNet was the hack value of getting shit working, more regarding CnCNet 5. Some OpenRA folks know me of hatred against their chosen project name (because it is misleading) but that's about it. I don't mind people liking OpenRA over original games, that's their choice, but god damn stop comparing them all the time and fighting about it on our forums. RA is the original, OpenRA is a reimagination like they currently state on their FAQ. I know *this* community is very easy to provoke and moderation of the actual CnCNet has proven very hard to do effectively. This is why we mostly ignore what happens in our lobby as moderating these people will just cause more issues than solve. No hard feelings though, it's what I've accepted CnCNet as: bad mouths and tank rushing. And I concur Myg is Myg, don't mind him. The only official word you can currently get from the CnCNet/cnc-comm is staff is from Tore, Funky and me. We aren't aggressive towards OpenRA at all, but we don't prefer the gameplay either.
  8. Starting from 05:30 GMT this morning, the CnCNet server went down to unscheduled maintenance. I apologize for the inconvenience it was not announced. EDIT: It seems to be over, it took us down for around 2 hours. Now get back to tank rush each other!
  9. I'm not sure if that's possible - at least not easy. CnCNet 5 support requires extensive game modifications and they are deeply integrated with ra303p. To get ARDA support, someone would need to strip off all ra303p features except the spawner code as we call it for CnCNet 5 and then try to retrofit that to work with ARDA. However, with YR we hope to get Ares support by not touching too much stuff that would make the game executable incompatible with it. Best case the Ares project will pick up the required changes and integrate them with Ares so we don't need to maintain our version of it. The same thing could be done with ARDA but I'm not sure if AlexB continues to support it as it hasn't been updated for over a year.
  10. Are the changes in the exe well-documented? I assume they're done with hifi's patching system? The CnCNet 5 exe is built from https://github.com/cnc-patch/tiberian-dawn And yes, Iran made it fully working long time ago.
  11. Hello Commanders, There was a small issue with our service provider that has now been solved. The recent selling of NodeDeploy to Xavvo caused some communication problems that ended up in service suspension by their staff when they failed to reach me after several attempts. I've now re-established our previous deal with the new owners and are happy to announce CnCNet and related services continue to enjoy the support of NodeDeploy and Xavvo to run our services on quality hardware!
  12. I would like to add my personal thanks to our old provider, EDIS, for providing us quality services for a year. I can recommend them for any medium resources requiring service. Unfortunately, CnCNet 4 takes a lot of UDP bandwidth which started causing issues. And now, I'm very grateful to Brad for taking us in with such short notice and providing all the resources we could possibly need to keep CnCNet and CnC-Comm running. I hope we can have a long standing partnership and provide everyone top quality C&C services. As for people who have donated so far, I'm eternally grateful as it has helped us keep the service running and hope to be able to give some of the money back in the future in some other form.
  13. Bandwidth wouldn't been an issue if we wouldn't tunnel a lot of traffic. P2P games are "free" to us where tunneled games eat our monthly bandwidth quota. CnCNet 5 will have official servers on major continents (at least US and EU) to provide faster tunneled games to those who need it.
  14. I never said CnCNet 5 will remove tunneling completely. It is impossible to make it work for everyone without having the option to tunnel. CnCNet 5 tunneling on the other hand allows scaling where CnCNet 4 runs solely on a single server.
  15. The extended sidebar and mwheel scrolling by iran was added recently and a big OOS issue with NPC buildings and units was fixed. Remaining known CnCNet 5 related in-game issues: - 6 player games fail bad - no idea how to debug this yet - spawn points are not properly randomized - Nyerguds has described how to fix it Spawn points bug is likely next candidate for a fix. 6 player games require 6 (virtual) PC setup in LAN or over the net to test so it is very tedious to debug.
  16. This OOS issue was fixed by my latest addition to cncspawn.
  17. Doing ping over IRC still adds the server as an additional hop, it doesn't give you a realistic number at all. I described how Funky could do an automated port test within a game room and while doing that he can gather the roudtrip time, completely p2p.
  18. Yes, there is an experimental compatibility mode for TS and RA2 for CnCNet 5 that is not well tested yet. I'm hoping DTA or some other mod for TS/RA2 will pick up the compatibility mode and write a client for it.
  19. It happens without the tunnel and without any Java code. The reason why it is more frequent with tunneling is that it adds latency which can always lead to more problems.
  20. For reference, it was a 3 player (tunneled) game on CnCNet 5, the tunnel server didn't spit out any errors, but the OOS caused a CRC31.txt dump. On the other players (me and djohe), the CRC31.txt was identical as seen in the attached zip. It seems Riseofbane's system or game is at fault but can't be sure without more testing. CRC31.zip
  21. Hello Commanders, Finally the CnCNet 5 alpha supports tunneling and we have launched the tunnel test with two initial servers, one from the USA and one hosted on the main cncnet.org server in Germany. If you are behind a restrictive NAT/router and living in the US and mostly play against US players, CnCNet 5 might be a better choice for you now than CnCNet 4 which only has one tunnel located in Germany. Now that CnCNet 5 has tunneling it has way more features than CnCNet 4 had and is more user friendly. We strongly recommend ALL Command & Conquer: Tiberian Dawn (C&C95) players to move to CnCNet 5 because of the advanced features and shortcomings of the LAN lobby on CnCNet 4. Tiberian Dawn alpha thread: http://cnc-comm.com/community/index.php?topic=2314.0 Red Alert alpha thread: http://cnc-comm.com/community/index.php?topic=2242.0
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