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RaVaGe

Ladder Tester
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Everything posted by RaVaGe

  1. .... A colour picker like on OpenRA would be nice.
  2. Welcome back, commander.
  3. <3 Hi Marshy, I just got a new 2K monitor too @ 2560x1440. "Battle field control established."
  4. 1. Possible. 2. Never knew that worked, always right clicked for 0. 3. ? Only gets distored with 3rd party mods. What I know is different for a fact is the way that the Psi sensor acts, on RA2 the soviet psi sensor detects spies and submerged units and displays them "without disguise" while on yr it doesn't reveal submerged units and AFAIK 'reveals spies' to other defences. This does need proper testing to analyse and specify the differences.
  5. Nice share Faze, welcome to CnCNet.
  6. I saw your messages, but I was just 2 minutes late! xD
  7. Yeah, started playing here recently. Missed the game and got tired of CS:GO. How often do you play on CnCNet?
  8. Really, Sunny? I remember both you or desolator miner glitching me in every 1v1 I played on yr. You guys were ridiculous for the lames.
  9. Has never worked for me on any version. Client still uses the preview integrated in the map.
  10. YR does support steam overlay! I'm running the game through a steam shortcut and the overlay works in game, on Windows 10 with TSDDRAW renderer.
  11. I would also like the player slot system from the original game client so I can change the lobby size with ease without having to kick a lot of players when I'm waiting for only 4 to join at that particular time. Rehosting the game every time to set a new player limit is just frustrating and annoying, really poor for user experience. Also having to lock the lobby every time is another weird and annoying 'feature'. Why not have auto lock on the start game button? Why not have auto open on kicking/banning a player?
  12. The matter of the fact is that your 300ms ping causes the game to synchronise at 300 + 15 = 315ms, which in turn means that all clicks will take 315ms to synchronise between players, yes your game can feel faster, mainly due to the fact that the game's net code gives you leeway in terms of how many frames per second you can be ahead of the other players. Any delay to an action that the player takes in the game is considered as lag, so in technical terms, the game is actually lagging at 315ms. 315ms is not actually all that slow in a strategy game and is usually around the average delay/lag you can expect when playing on XWIS. How ever when your connection (including all the isp and other servers) drops some data packets or one of the servers between you and another player prioritises other traffic you start getting higher ping times and in result more lag. In the case of data packet loss, the ping for that packet would be doubled/tripled as first, the server/game lets your PC know that a packet was lost 315+315 then you resend it +315 then you get a temporary ping of 3x315=945, on an unstable connection this would happen at random causing lag spikes and erratic connection performance. We had a 10-minute conversation because you don't understand that "any delay what so ever is considered as lag". Hence the phrase "lagging behind".
  13. It's much easier to have the process automated. A proper design for this should be laid out and discussed. I've trained many players over the years new and returning oldies and quite a few hit Hall of fame on XWIS. However, it's very time consuming to be thorough with them.
  14. The funny thing is that I was able to play just as fast on the small resolution back in the day, as I can with the 1680x1050 I use now. See, on smaller resolutions, the radar is very useful, while on larger ones it becomes basically useless. I still find it quite difficult to click a moving flak track, terror drone or an elite IFV due to my resolution.
  15. This advantage has always been there, however larger resolutions make it extremely difficult to click on fast moving units.
  16. How is the text triggered? Can the text be triggered by on map triggers?
  17. [Bug Report] Custom maps cause YR client to crash / not load. Description: I made some terrain edits to the official map "frostbite" and I added a new game mode under the map's [Basic] category called tournament, as I saw some custom maps using stuff like 'fast map' & ' survival' as a game mode. I thought it would be a great way to organise the maps under specific categories as the game client seems to pick up on these custom game modes and list maps accordingly. However, when some one joins the game while hosting the edited map frostbite custom and the game mode is set to 'Tournament' their game client crashes after 2-3 seconds. When the game mode is set to 'Standard'' on the same map the map transfers without a crash, however when starting the game, the host of the game doesn't load, from other player's perspective, from the host's perspective, only he/she loads into the game. The 'standard' game mode is provided with the original game and maps and is normally used for the default 'battle' game mode and also official tournament/ladder play on the official servers. I've also had the problem where when joining a game with a custom map the map transfers, but the game doesn't load at the first attempt when starting a match, just get stuck on the loading screen. Usually the second attempt to load into the game works, however sometimes the problem persists. Here is the only ini code that was changed on the map, not the tournament game mode. (when removed the map still doesn't load on game start) [Basic] Name=[4] Frostbite Theme=No theme Percent=0 GameMode=standard, teamgame, tournament InitTime=10000 Official=no EndOfGame=no FreeRadar=no MaxPlayer=4 MinPlayer=2 SkipScore=no TrainCrate=no TruckCrate=no OneTimeOnly=no CarryOverCap=0 NewINIFormat=4 NextScenario= SkipMapSelect=no AltNextScenario= MultiplayerOnly=1 IceGrowthEnabled=no VeinGrowthEnabled=no TiberiumGrowthEnabled=yes IgnoreGlobalAITriggers=no TiberiumDeathToVisceroid=no Please see attachment to replicate the bugs. frostbite.map
  18. Messages showing that a player is ready should not be repeated on following button clicks. This makes it impossible to read chat messages and allows immature players to spam the host. Example of a kid :
  19. But it's very fun... There's nothing more amusing than a bit of civil war. xD
  20. I'm against this as engineer rushes can be easily countered with good scouting, battlefield awareness and the experience on how to deal with it. Therefor it's skill based.
  21. No you didn't and skipped far ahead in giving advice. Look at the "Current" private chat screenshot above, there's a drop down menu for selecting the chat's recipient. I know my way around Windows XP > 7 quite well, most of my system is heavily tweaked and optimized. It's not the matter of a person hosting games continously, it's the fact that a I might host one or two games, before players leave my games to join other games or log off. In which case I need to join someone else, but if I were to host a game after playing in some one else's hosted game the hosting settings for my 'custom game lobby' would be reset to client defaults, which kinda suck. While I'm on that subject I'd like to add that by default the "build off ally" option is enabled by default in the original games, so I hope it defaults to on in the future. Along with the custom game lobby saving last used hosting settings. There are differences in the gameplay though. Forcing random teams would end up making the game luck based in high skill level matches. With factions like "Great britain (sniper)" vs "America (paradrop)" or vs "Iraq (desolator)". Enabling the host to lock the game options (including his own faction) at a certain point might work, but can still be abused. Many skilled players hosted custom games for this reason on XWIS to abuse the ability to change faction and quickly start the game with a more advantageous faction. YR already supports random starting spots. Also the host can change the settings for all the players to prevent any players from picking a starting location. @Nyerguds Wouldn't it be preferable to just add more pleasant sounds instead? Ones that have a lower volume as well. The annoying sounds would also cause the players to be slightly more aggressive, which should be prevented as much as possible.
  22. My large suggestions post After playing the Yuri's Revenge on the new CnCNet client I've come to love it, for it's speed and ease of use. However, I believe that the client could be greatly improved to offer the players a much friendlier, convenient experience. So to start, I'm going to specify a few annoyances that should be removed. Some of these have been highlighted by some of the players that I've invited to CnCNet. Client annoyances Interface sounds These sounds need settings for enabling a user to disable/enable them and/or to control the volume level of these effects. A lot of them can be quite annoying after a while, if possible they should be revamped with more pleasant versions, that don't sound so intrusive. Blocking/Ignoring users Some of the players on CnCNet can be quite pesky and there's currently no way to stop them from spamming other players. Adding a "ignore this user" or "block" button to the Private Message menu would fix this issue. Game Hosting Settings After setting up a game, with a player's preferred settings such as map, faction, game mode, options... etc the settings get reset after re-hosting the game. This doesn't happen with the persistent lobby option ticked, however, no one who's active would end up being the host for longer than a few games. Which causes this reset to become quite annoying, I've noticed quite a few players complaining about this or asking me how to make the lobby remember all the settings. Game mode - Battle Hosting games with this default mode doesn't allow players to ally in game as is possible in the original game. It has led to confusion in many cases where players have hosted games expecting to ally after game start (for random teams and positions, as preferred by veterans). Client Improvements / Features Social Networking / Interaction Currently the client doesn't allow players to form buddy lists or invite players to each others games besides through chat. When hosting a game or being in a hosted game it would be convenient to invite players from lobby and through a friends list by right clicking their username and choosing "invite to game" from a context menu or some other more intuitive way. Tabbed Private Messages The current way the PM window is managed is horrible in terms of user friendliness, sometimes with multiple chats some messages go unnoticed due to the way the chats are put into a drop down menu. Instead, something like what steam has would be much more functional and user friendly. Example Current Add a helpful context menu When right clicking a player in the lobby a context menu could pop up with options such as. + Add to friends + Invite to game + Send a message + Check rank + Challenge + Ignore this player + Block this player For invites, challenges and friend list additions the player receiving a notification of these events could be shown just a chat message or a pop-up with the appropriate title along with respective controls for responding to the notification. Such as buttons for "Join game", "Accept Challenge", "Decline", "Add to Friends". With feedback in turn sent to the player who sent the invite at first, such as "playername has declined the invitation to join this game."
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