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Posts posted by Rampastring

  1. From what I can tell, many of the tunnel servers also simply refuse to reply to ping packets (making them show up with unknown ping), while you can actually still connect to them. I've been planning on making the client test the tunnel connection by actually connecting to them instead of just pinging them, but I have no time window for actually making the change yet.

  2. If you have another Windows 7 system and know how to use regedit, you can try taking a look at HKEY_LOCAL_MACHINE\SOFTWARE\Classes\CLSID\{56FDF344-FD6D-11D0-958A-006097C9A090}, back up that registry hive and then restore it on the problematic system. Taking the hive from a Windows 8 or 10 system could work too.

    If your Windows 7 is 64-bit, you might also need to restore HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Classes\CLSID\{56FDF344-FD6D-11D0-958A-006097C9A090}.

  3. Your Windows 7 installation is corrupt. Particularly, you're missing the "Task Bar Communication" {56FDF344-FD6D-11D0-958A-006097C9A090} COM component.

    Try opening a command prompt with administrator rights, and then run the following command

    sfc /scannow

    Keep an eye on it to see if it reports any corrupted files. Check if the client works afterwards.

  4. 5 hours ago, FELlTH said:

    if any Waypoint#= does exist in .map file under [Basic] section, Client will use Waypoint<0-7>= instead of <0-7>= under [Waypoints] section

    I'll consider it. Although I think a key like HiddenStartingLocations= might work better.

    5 hours ago, FELlTH said:

    edit: I think you should use new [Client] section for your Client stuff instead of [Basic]. is this possible?

    It'd be possible, but I don't want to break maps that already make use of the client's features. There's not many of those, but still.

    On 23.11.2017 at 5:56 AM, FELlTH said:

    Did you have any Documentation for this yet?

    Because the client was mostly developed based on the different projects' (DTA, TI, MO, YR) needs and I've mostly been the only developer, there is no real documentation. Instead, you can look at the different projects that already utilize the client, or its source code for how it works.

    • Like 1

  5. It's easiest to use a waypoint index higher than 7 for the EnemyHouse spawn location, the client allows it, and I think the game should allow it too (IIRC it works at least in Tiberian Sun).

    So for example place waypoint 10 in the map editor and specify that for the EnemyHouse0 starting location. Use waypoints 0-7 for human players only.

    • Confused 1

  6. The client version needs to be at least for it to work, and MO's client is older than that. You'll need to wait for the MO team to publish an update.


    How can I hide a Starting location on the classic preview map? (well, I can't use "high res preview map with Waypoint0=" to solve this.)

    You cannot. Why do you want to hide it?

    • Like 1

  7. Hello,

    We need some additional information to help you out. In order for us to work out your issue, we will require your client.log file. Please attach it to your reply.

    Finding your client.log file:

    1. Navigate to your Red Alert 2 folder. This is where CnCNet is installed.
    2. Look for the folder called "Client"
    3. Inside this folder, there will be a file called client.log

  8. The CnCNet client has nothing to do with that page shown in the URL, but it does use the IE component / API to access some pages on the CnCNet server. It's like some piece of software (malware?) is redirecting the client to that script, and then that error message is shown.

    • Upvote 1

  9. I'm the main programmer of the main CnCNet YR client. The quick match client (CnCNetQM) however is @dkeeton's territory.

    In the meanwhile you should be able to go on CnCNet through the regular (clientxna) client and play custom games there.

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