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Everything posted by Rampastring
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I(YR AND RA2) have a big problem with the launcher everytime i try to play
Rampastring replied to JDarkko's question in Support
I'll look into fixing this crash in the client code. -
I(YR AND RA2) have a big problem with the launcher everytime i try to play
Rampastring replied to JDarkko's question in Support
Download the Media Feature Pack for your Windows version. Windows 10 (latest version): https://support.microsoft.com/en-gb/help/4016817/media-feature-pack-for-n-edition-of-windows-10-version-1703-april-2017 Windows 8.1: https://support.microsoft.com/en-us/help/2929699/media-feature-pack-for-windows-8-1-n-and-windows-8-1-kn-editions-april Windows 8: https://support.microsoft.com/en-gb/help/2703761/description-of-the-windows-media-feature-pack-for-n-and-kn-versions-of -
All of CnCNet uses GameSurge. CnCNet used to have its own IRC server that didn't have such limitations, but repeated DDOS attacks forced us to move to GameSurge. If the players all ready up one-by-one they could actually generate a delay of over 20 seconds for the kick command (the ready commands take priority over kicking for some technical reasons). But it should be a rare case. It is however the most common complaint for the current client so I've planned to make kicking and banning instant, but I'm not sure if I'll have time for it soon. Looks like 1600x900 is the maximum rendering resolution for the YR client. Unless you really want the client window to be as large as possible, you should give 1600x900 a try. The lack of font scaling is a result of the client using MonoGame / XNA, which uses sprite fonts instead of regular scalable vector fonts for performance reasons. I knew that it's not a perfect platform for building a client on, but using it has saved me quite a lot of time, enough so that the client probably wouldn't exist if I had taken a more low-level approach where I had more control over it. It could be said that I intentionally sacrificed font scaling to reduce development time. The ignore list is an YR addition so it's up to Grant. I'll see if I can find the time to implement this. I had planned to add it back when the client was first released, but I kinda forgot about it since then. I don't think it'd be much (read: so much that it's worth investing development time on) better than just sending them a PM. Particularly when it doesn't really matter for the games that I focus on I've actually been working on this lately and will likely have the keyboard configuration menu finished within the next few weeks. The link is a (very) WIP screenshot from DTA, but YR will get it as well.
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Not to me, and even if it did, it's no reason to add more hacky solutions. It's not a client issue but it's caused by GameSurge's very strict bandwidth limitations. We can't do anything about that. Based on how I know my own code I can say with confidence that you're exaggerating. But I could still make kicking and banning instant, so this is valid criticism. It might depend on the client resolution. With too high resolutions the client will render at a lower resolution and then upscale the image, and with too low resolutions it'll render at a higher resolution and then downscale the image. I can't remember how the YR client is set up (tomsons26 or Grant probably know), but the DTA client for example is designed for 1280x768 / 1280x800. Using the client with those resolutions and scaling at 100%, it doesn't look blurry. Not to me, and based on public feedback, not to others either. Graphically the client has actually got a lot of praise. 125% DPI might cause blur by itself already, and again, it might depend on the client resolution. I also have to say that I own only basic 1080p displays so I haven't been able to test 2K. Some of the menu layouts have been changed in CnCNet YR compared to my original DTA client (which means that changing them would be up to Grant), others are original design by the DTA team. If you could make a thorough analysis, we could see what our staff (at DTA and at CnCNet) thinks of them and possibly implement changes that we determine to be helpful. Just saying that "it's lacking" naturally doesn't help at all. Maybe by hacking the game.
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There is no certain fix for the issue. The only thing you can try is changing the renderer. If you play at your desktop resolution, you can also give borderless windowed mode a try (possibly with a different renderer, TS-DDRAW doesn't tend to handle windowed mode well). I also use a dual monitor setup btw, to avoid clicking the area of the second monitor I recommend using software that can be used to lock the cursor to one monitor with a hotkey, such as Swap Screen.
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Yeah, it'd work that way but it still feels a bit 'hacky' to me. It's technically possible, but you don't want black as a multiplayer color because if you're black, your chat is (almost) invisible to others.
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Download and install XNA Framework 4.0 Refresh Redist from https://www.microsoft.com/en-us/download/details.aspx?id=27598 Then go to your Yuri's Revenge directory, then the "Resources" sub-directory, and from there launch clientxna.exe.
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In TS/RA2 you can just edit the colors in the [Colors] section of Rules.ini, where each color just has a single HSV value. So an OpenRA-style color picker would be doable, although because the game (at least TS) can't load colors from multiplayer maps, the client would have to edit Rules.ini for it which is kinda bad.
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There doesn't really seem to be anything unusual in the log. Some sounds being missing is normal. Is your client volume in the options set to something above 0? Also I assume you've checked that the client hasn't been muted in the Windows volume mixer.
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Could you upload your client.log file (from the Client\ subdirectory in your YR directory) here?
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[YR][Bug] Player and AI color difference is not checking
Rampastring replied to Ezer_2000's question in Support
It's not a bug, it's a feature and by design. The game has no issues dealing with AI players having the same colors as human players, so the client allows it. The "Random" option doesn't have the same "issue", it finds a color that is unused among both human and AI players. -
If the game didn't start for them at all, it sounds like they might've had a lingering gamemd-spawn.exe from a previous game still running, which prevents starting a new game. We tried several 2v2s with Grant and some other people yesterday (with me downloading the maps for the first time) and it worked, with those exact same steps. The client had a bug in it that sometimes caused desyncs (reconnection errors) at game start on freshly-transferred custom maps, but it was fixed with the latest update.
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Yeah, you indeed shouldn't be able to see those compatibility fixes.
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Those compatibility fixes shouldn't show up in YR (and they actually don't show up for any of us developers), so it's a mystery how you're able to see them at all. Anyway, don't install them. The client is used in multiple different games (Dawn of the Tiberium Age (DTA), Twisted Insurrection (TI), and Tiberian Sun (TS)) in addition to Yuri's Revenge, and the compatibility fixes are meant for those games. Yuri's Revenge doesn't need them.
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I haven't made any missions for Yuri's Revenge, but I've made plenty for the engine. And based on that I can say that all of these are technically possible. For 1, it is possible to restrict the player's build order by modifying the rules, and the game can also detect when the player has built a specific building (at least in singleplayer, not sure if it's doable in multiplayer with the current YR spawner), making it show a text trigger instructing them to build another building. For 2, you can instruct the player to use hotkeys through text triggers. But you can't check whether the player actually uses hotkeys. 3 and 4 are simple.
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It's just a texture, like everything else. sbMiddle.png, sbThumbBottom.png and sbThumbTop.png.
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If you're playing online, the delay is normal and cannot be get rid of. All players have the same delay.
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Yuri's Revenge "The type initializer for... threw an exception."
Rampastring replied to FireWingViadar's question in Support
Only on Windows XP. @FireWingViadar If you're running the N edition of Windows 8.1, you need to install the Media Feature Pack: https://www.microsoft.com/en-us/download/details.aspx?id=42503 -
Status Update: Yuri's Revenge - Tunnels & Other known issues
Rampastring replied to Grant's topic in Red Alert 2
Looks like a potential graphics card hardware issue. -
The Battle Log doesn't work properly in YR.
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Since Yuri's Revenge changes the resolution when the game starts, it could be that your monitor takes 2 seconds to switch the resolution, and it displays black in the meanwhile. If that's the case, to fix it you could try to make your GPU scale the image to your monitor's native resolution rather than have your monitor scale the image. This is possible with at least AMD GPUs, I don't know about Intel and Nvidia.
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The client is flexible enough so that the YR client has been compiled from mostly the same code as DTA's client. DTA, TI and MO's clients all share the exact same source code; YR only has small modifications on that same codebase. Now, when opening the window, it takes the initial window title from the application's internal name, which happens to be "DTA Client" because DTA is my primary project. And creating the window is handled by a 3rd party library (MonoGame / XNA), so I can't change the initial window title. The client will change the window's title to match the game once it has initialized itself though.
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Red Alert 2 Yuri's Revenge not found in C:\Westwood\RA2 (Error Message when downloading)
Rampastring replied to Axiom's question in Support
EA released Red Alert 1 and Tiberian Sun as freeware a long time ago, which is why we can distribute them through our site. However, EA never released Red Alert 2 and Yuri's Revenge as freeware, so we can't distribute those games. So yes, you'll have to install RA2 and YR before you can play them online through CnCNet. -
If you're running Windows 8.1 N, install the Media Feature Platform. Otherwise, a future CnCNet update could fix it.
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Your VM lacks hardware accelerated graphics. The client needs, at minimum, a graphics card with DirectX 9 support, while your VM doesn't seem to have any graphics acceleration.