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Everything posted by Rampastring
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Are you playing original YR or the CnCNet version?
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It should work, but there might be a delay of a few seconds between when you click the button and when the game is actually locked server-side.
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The ladders for the other games have had pretty much no effect on activity, so I doubt it'd be that much different for YR. The YR ladder simply isn't done yet.
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How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
For that we'd need to buy a digital certificate that is used for the signing, and as far as I know, that costs hundreds of euros. So, not going to happen, unless someone wants to donate us those hundreds. -
How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
Yes, it only happens in full-screen mode. And full-screen mode doesn't break alt-tab for me. Based on testing with my own PCs and various PCs from friends and family, plus feedback from DTA players, I think that it depends on your GPU vendor and the DirectDraw wrapper that you use. With TS-DDRAW and an AMD graphics card you're able to alt-tab, while with any other DirectDraw wrapper or an Intel / Nvidia GPU, you're not able to alt-tab. -
How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
At least in Windows 8 and 10 that tends to be unreliable though. For example, if I take a regular screenshot while I'm playing DTA in full-screen mode, I just get a picture of my desktop instead of the game. All video recording software also just captures the desktop, aside from OBS (Open Broadcaster Software) that I guess utilizes special hardware in my graphics card (AMD VCE) to do its job. -
How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
Automatic screenshots requires changes to the game executable itself though, which is something that at least I'm not able to do (without having the executable mapped, anyway). So I guess we have no one that's interested in YR and has the skills to implement Auto-SS (not that I'm interested in YR either - I've just shared my DTA and TI client with the rest of the CnCNet team who has wanted to support YR, and helped them with necessary changes. Nowadays Grant takes most responsibility for YR updates). That being said, our ladder is still WIP and it'll be a while before we can really "officially" say that it's ready. Maybe we'll have figured out a decent anti-cheat solution before that. About XWIS, I pretty much consider them done and don't really care about them. They only have the most hardcore RA2 players left, everyone else is playing on CnCNet. I doubt the situation will be reversed with Olaf's mentality either. -
Would you like to see a client theme UI more like the game?
Rampastring replied to a topic in Red Alert 2
A selectable theme that uses textures, colors and fonts that remind you more of the original game would be nice. The layout of the current lobby should be kept, but textures and such could be swapped. The client itself has always supported multiple themes. Some examples of the feature in use: The Dawn of the Tiberium Age: Default theme: http://media.moddb.com/images/mods/1/11/10865/cncnetgamelobby.png Red Alert theme: http://media.moddb.com/images/mods/1/11/10865/sovietcncnetgamelobby.3.4.png Twisted Insurrection: Default theme: http://ti.ppmsite.com/Public/GenericThemeSM.png GDI theme: http://ti.ppmsite.com/Public/GDIThemeSM.png Nod theme: http://ti.ppmsite.com/Public/NodThemeSM.png -
How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
An anticheat system for a game isn't really comparable to an encryption algorithm though, as you probably know I don't think having the client's anti-cheat open source would help. It could still be defeated by pretty much anyone with some programming experience and a bit of extra time. Right now you need to either hack the client or the game, while with the client being open-source it could be as easy as removing most anti-cheat code from the client, and sending manually crafted information about file hashes to the game host. Basically, anyone who knows the basics of C# could do it. Also, no matter how many people have worked on a game anti-cheat system, it's always possible to defeat it. Even big game companies that surely don't lack resources and people for developing an effective anti-cheat system aren't having too much success. Wallhackers and aimbotters are common in CSGO, while League of Legends has camera hacks, automatic skill-use cheats and such. Basically, every anti-cheat system used by games can be defeated, and so they're meant to only make cheating take more effort. The client's current anti-cheat does that, it's mainly meant to prevent casual modders with little to no programming skill from making cheats, and it appears to do that well enough. If you want to make an actually powerful anti-cheat mechanism, you can do it even if the client is closed source. Disassemble gamemd.exe, research it and start doing things. The real way to make a good anti-cheat system is implementing it to the game itself. -
How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
This is true, but in the client's case I think keeping it closed source is more secure. After all, it is impossible to make a client-based anticheat strong. It will always be possible to avoid the client's anticheat by hacking the game itself. A "proper" anti-cheat would need to be coded into the game executable itself. Basically, I see the client's anti cheat as something that is simply making cheating take more a bit effort, you can't just drop a rules.ini to the game folder and give yourself free radar, PlaceAnywhere=yes or something like that. True, but modifying closed source programs takes more effort than modifying open source programs. People could use copy my code and use it in closed-source programs though, in which case it could be difficult to show that they ripped the code. More like Iran wouldn't have adapted my client for YR, and so YR would have no client at all. He would've wanted the anticheat and such to be closed. I'm happy with the current state of the client, where I can give trustworthy people who are interested on working in the client access to the source code, while still controlling the development process. I doubt I'm going to make my client open-source, at least as long as it remains widely used. -
How safe are these custom client, made by the fans
Rampastring replied to Amph's topic in General Discussion
I have multiple reasons for keeping my client closed-source. 1) Security. There's things like anticheat code that would be easier to defeat if the client was open source 2) Credits. I don't want to make it easier for someone to steal my code and claim it as their own. In a big, well-known project this wouldn't really be an issue, but CnCNet isn't big enough 3) Extra effort, as shown in Tahj's link 4) Being forced to take responsibility for others' code if others take my code and modify it while not telling the public that they've modified it. I especially got burned when I opened my client for Iran, and he added a custom updater (making it harder for me to push updates) and implemented some features, and some bugs with those features. However, he kept the "Rampastring" name in error messages and such, so I got the blame for his bugs (and for not being able to fix my own bugs with quick updates). After he was done implementing his stuff and had released the YR client to the public, he just abandoned the client entirely and never fixed anything, so I had to clean up his mess later on. Basically, I got the blame for his bugs and him abandoning the client. This is why the YR client didn't get a single update from March until September, despite having some serious issues in it. Because of 4) I now only open my code to people who have shown to be at least somewhat trustworthy. While I still write the majority of the client's code myself, I recently gave Grant, FunkyFr3sh, hifi and Tahj source code access to my client, so multiple people can now check out any code that someone has written. Now, generally more about the security of community projects like CnCNet (and unknown code in general): When I evaluate the safety of community projects like CnCNet, there's multiple things I take into account: - Do they have a proper website? - Can you find information on the developers or can you contact them directly? Do the people behind the project seem trustworthy? - Is the code open or closed source (note that while I generally view being open source as a good sign, open source doesn't guarantee safety - if there's only a few developers and the project isn't very popular, it's possible to sneak in malicious code that is never read by anyone) - How popular is the project? If there's like dozens or hundreds of thousands of players / users it's unlikely for the project to contain malware - it would've been detected by someone. Also, even if the project seems safe, I tend to first run the executables under a sandbox or something else that makes it possible to see what the application exactly does on my system. Also, I never give anything full admin rights unless there's a good reason for why the application needs it. I've adapted this principle to my own programs - I never request admin rights without telling the user why they're necessary. -
That looks completely normal, just wait a few seconds after those messages and you should be properly logged in.
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We switched servers with this update and the new server has some stricter requirements than the old one, causing delays in some occasions. We're sorry for the inconvenience, and we're working on making the user experience smoother.
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Version 1.1476 has been released. Change log: Added: LAN support (Credits: Rampastring). Added: Many new temperate paved road tiles and pavement improvements and additions (Credits: Bittah Commander). Added: A tank wreckage map prop for the temperate and light desert theaters (Credits: Bittah Commander). Added: A "Large Ice Floes" map prop for the snow theater (Credits: Bittah Commander). Added: The (non-buildable) "Dropship" from Tiberian Sun (Credits: Bittah Commander). Added: A large crater map prop for the temperate theater (Credits: Nooze). Added: New multiplayer Co-Op map: "Ally Under Siege" (Credits: Rampastring). Fixed: The AI will no longer attack the "Battlefield Control" structures on the "Switching Islands" map (Credits: Bittah Commander). Fixed: On the "Island Trouble" multiplayer map, the airstrike super weapon obtained from the "Forgotten Command Center" didn't work (Credits: Bittah Commander). Fixed: The Mammoth Tank often only fired a single cannon and missile projectile at targets instead of dual projectiles (Credits: Bittah Commander). Fixed: You weren't able to build everything in one of the final "The Toxic Diversion" missions (Credits: Bittah Commander).
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To be honest I doubt that the client marks you as a potential cheater because you're running Linux, or if it does, it's because of a combination of running Linux and something else. We have both Mac and other Linux players who have no issues. Oh, and don't worry; you won't get banned because of the message. It might just mean that others don't want to play games with you because they see that you're a potential cheater.
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Who's horrible idea was it to create the lobby rules?
Rampastring replied to Carlos's topic in CnCNet Discussion
Wow, you make assumptions quickly. Anyway, skill level doesn't determine who should or should not play online. Newbies are just as welcome on CnCNet as pros, and well-behaving newbies that are willing to learn are actually more welcome than 'pro' players (like you, I'd guess) who don't know how to be nice to others. How does a language filter help "idiots" anyway? I'd guess that idiots are more likely to curse in the lobby, meaning that idiots get banned more often than players who aren't idiots. Btw, I was more mature than you even when I was 13. Oh, and it looks like this same thing has already been discussed here: http://cnc-comm.com/community/index.php?topic=5021.msg36356;boardseen#new In other words, we recently switched servers to Gamesurge, and they will automatically ban you for 5 minutes if you use offensive language in the lobby. We at CnCNet have no control over it. -
Who's horrible idea was it to create the lobby rules?
Rampastring replied to Carlos's topic in CnCNet Discussion
I'm not in control of the lobby, but I don't see anything wrong with this, assuming they're not permanent bans. You know, you could just grow up and stop insulting people like a 3rd grader so you won't get banned. -
The GPU in the PS4 is roughly equal to a Radeon HD 7850. A single GTX 980 Ti is about exactly 3 times faster. The Xbox One is even more behind, with the GPU being equal to a HD 7790. The performance is a bit harder to estimate since there's no HD 7790 with DDR3 RAM and fancy cache like in the Xbone, but I'd guess that a single GTX 980 Ti is about 4 times faster. A "mainstream" i7 (like the i7-4790K) is about 2.5 times faster than the CPU in the PS4 and Xbox One, even if all 8 cores are put into use. Now, the latest consoles do have about as much GPU power as the average gaming PC out there, but they're not even close to high-end PC graphics.
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I haven't heard of such plans. If there's going to be one, it won't be made by me.
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Sorry, but I run Windows and cannot support Linux right now, maybe I'll change my mind if Linux market share increases. Anyway, according to grant- the client works on Macs (with Crossover), so I'd expect it to work on Linux as well. Btw, as an out-of-topic side note, ARM iOS isn't comparable to any desktop x86 operating system. Yuri's Revenge can never work on iOS due to the difference in architechture.
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Thanks guys! http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/dta-reaches-moddb-2015-top-100
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No, the file isn't needed with CnCNet.
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Cheating (using trainers/modified units) in multiplayer
Rampastring replied to GoldenGonaz's topic in Red Alert 2
Our capability to block cheats is limited. I guess we'll look into making namehiding / smurfing impossible, so you can manually ban known cheaters from your games. We'll also look into banning the cheaters from CnCNet, assuming we get concrete proof of them cheating. -
A new co-op video, as well as an update! http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/dawn-of-the-tiberium-age-mission-playthough-videos Please also drop us a vote in the 2015 Mod of the Year competition, if you feel like we deserve it
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1.15.0.7 is an ancient version. You're probably best off downloading the latest CnCNet YR installer from http://cncnet.org/yuris-revenge and re-installing CnCNet.