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Everything posted by Rampastring
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It's possible, but not planned right now. Don't expect it soon.
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The client doesn't support translations right now.
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Yes, .NET Framework is "only" needed by the client, but you can't play DTA without the client (the in-game main menu doesn't exist in DTA anymore). And sure, feel free to try Mono. I've personally been always running Windows, so I don't have experience with getting the client to run on non-Windows platforms. It's also why DTA officially only supports Windows, in other words if you encounter an issue with the client while running it on ReactOS, the help we can provide is limited.
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He isn't sponsored by CnCNet in any way. He has actually gotten banned from these forums multiple times.
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I'll gladly stop deleting hifi's wsock32.dll once it's fixed so that it works on Windows 10.
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For almost everyone it's possible to get RA2 to work well enough on Windows 8/10 by using either a compatibility fix (included with the CnCNet YR installer) or TS-DDRAW. @dennis1248: Where are you from? If your distance to an official tunnel server is very high, it could be the cause of the lag. @Moderators: Why was this topic locked?
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I guess it makes sense then. After all, the Commando is able to shoot infantry even if they're behind large buildings like Construction Yards. Then again, his gun cannot shoot through a wall.. (or at least I assume so, haven't played TD in a while)
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Is more than 8 players possible? How about drop-in mid game?
Rampastring replied to fir3w0rx's topic in Red Alert 2
The other games work using peer-to-peer (P2P) technology. There isn't one server that would contain the game state and communicate with clients, instead all clients (players) communicate directly with each other. If you want more info on the difference between client/server based (SS) and P2P-based (main C&C games) networking, I suggest you use Google. Both technologies are pure basics when it comes to networking, there's a lot of documentation on them and it's easy to understand. -
Is more than 8 players possible? How about drop-in mid game?
Rampastring replied to fir3w0rx's topic in Red Alert 2
It's not really comparable. In Sole Survivor each player controls 1 unit, in the main C&C games each player can control hundreds of units. It was also server-based. -
RA1 dogs are far more capable. They could fly through the whole map to eat an infantry. Source: Joe Bostic himself https://www.reddit.com/r/IAmA/comments/19epje/i_am_joe_bostic_22_year_game_developer_11_years/c8o39zv
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Is more than 8 players possible? How about drop-in mid game?
Rampastring replied to fir3w0rx's topic in Red Alert 2
Yeah, it uses array-like indexing for the colors, but the array (or list) contains all of the the colors in Rules.ini. Only the multiplayer UI has been restricted to show the first 8 colors, while there's at least 50 colors in the list. When a MP game is launched by the spawner, the game accepts any color index for players, not only the first 8. I've used at least color #49 in TS, and color #17 in YR. I doubt TS and YR are different when it comes to the house color system. -
Is more than 8 players possible? How about drop-in mid game?
Rampastring replied to fir3w0rx's topic in Red Alert 2
Open YR's Rulesmd.ini. Checks the [Colors] section. I'm able to use any of the colors there (there's more than 30 colors, but some of them show up through shroud if used in-game - this restricts the amount of colors to around 30). The client actually already has a hidden function that enables me only to use any color in the list - it's fun to troll people by playing as black. Especially in TS where the chat will be black as well, with no highlight - makes your chat messages invisible if the top-left corner is shrouded XD -
Is more than 8 players possible? How about drop-in mid game?
Rampastring replied to fir3w0rx's topic in Red Alert 2
IIRC CCHyper once managed to add more players into Tiberian Sun, so with some effort it is possible. That, however, doesn't mean that it'd be practical, with limitations like the P2P networking engine likely not being able to handle 20 players. Colors are no issue, if I cared, I could already enable you to choose between some 30 different colors instead of the 8 you have right now. Map size is not really an issue either, you can make over 200x200 maps and those have plenty of space - see DTA map Tiber for example: http://media.moddb.com/images/mods/1/11/10865/Tiber.png Drop-in is never going to happen, it'd be impossible to sync the hundreds of units, structures etc. for that. The closest that is possible is multiplayer saves - already functional in DTA, it'd likely be possible to hack them into YR as well. -
DTA requires .NET Framework 3.5. Maybe ReactOS doesn't support it yet.
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Install .NET Framework 3.5.
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Version 1.1462 has been released! Change log: http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/tutorials/change-log Download: http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/downloads/the-dawn-of-the-tiberium-age-v11462 (you can also just update via the client if you already have DTA installed)
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That's not exactly right. The game executable obviously sends stats to the server for online play. What needs to be done is making network play (which CnCNet uses) send game stats too. So how did you achieve this for RA1 and TS, for which working ladders exist already? That's the way to go about it for RA2/YR as well. http://tahj.cncnet.org/#/leaderboard/ra and http://tahj.cncnet.org/#/leaderboard/ts That's what I meant with the game executable not having the necessary code for it - the necessary code for sending stats in LAN games The code for RA1 and TS stats sending was written by Iran, I don't know the specifics related to it. Also, the client handles actually sending the information to the server - the games are written to simply dump the GAMERES packet into a file.
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Don't run game.exe, run DTA.exe.
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Gave it a try. The gameplay is fun and the missions seem good (at least compared to previous Petroglyph games), but it's sadly overpriced for the content, and looking at Steam statistics, it's already quite dead (50 daily players last month). The environments look great graphically, but the units and effects are generic. Music is good as usual from Frank Klepacki.
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Iran was the guy who did the main work on the YR spawner, but he has disappeared without a trace. The other programmers on the staff (me included) prefer other games.
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Including support for ladder in the client would be easy, but as Funky stated, right now the game executable itself doesn't have the necessary code for it.
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The latest update includes support for multiplayer saves. Other than that, a lot of issues have been fixed and a lot of enhancements made in the last two months. A snippet of the improvements made: - Enabled some previously unused videos in the Firestorm campaigns (Credits: Bittah Commander) - Fixed: Saved games sometimes failed to load, resulting in a black screen in-game (Credits: Rampastring) - Fixed: Some waterfall animations were bugged (Credits: Bittah Commander) - Fixed: After loading a saved mission of a campaign and then progressing to the next mission, the difficulty level would always revert to Medium (Credits: Rampastring, Bittah Commander, FunkyFr3sh) - Improved the compatibility fix that increases performance on Windows 8 and 10 (Credits: Bittah Commander, Rampastring) - Added a new compatibility fix that increases FinalSun map editor performance on Windows 7, 8 and 10 (Credits: Bittah Commander, Rampastring) - Added the ModMode option to Resources\MainClient.ini. Setting this to true will automatically skip the version mismatch dialog and make the client load faster (Credits: Rampastring)
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Tiberian Sun: In some campaign missions, light infantry can come out of destroyed light posts. Disruptors are able to destroy invisible light posts (such as those that give tiberium fields their green light).
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Enable the "Red Alert 2" game option.
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which of the cnc series you like the most ?
Rampastring replied to AnastasRA1's topic in General Discussion
The Dawn of the Tiberium Age. Okay, of official games: Tiberian Sun for the story and atmosphere, C&C3 for the gameplay.