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Everything posted by Rampastring

  1. If you are running the "N" edition of Windows 10, you need to download and install the Media Feature Pack.
  2. It's indeed missing from Grant's list, unless he considered it to be a part of 1.
  3. The quickmatch server needs to be created or at least the quickmatch protocol specification designed before a client for it can be made. And the server part I can't do myself. Basically, like FunkyFr3sh said, there should be a server that registered players would contact via the client and the server would then match players of fitting skill levels with each other and return the information about the game settings, opponent's address / tunnel server address etc. back to the client, that would then start the actual game.
  4. The quick match client application and its integration into the main client itself would be simple. But I can't do the server part myself. And based on the rest of the CnCNet team's prior experience with the ladder that had no quick match, it wouldn't work. So a quick match client is necessary for me as well. Tbh I'm personally not interested in these features (ladder, clans, badges). However, with some donations I could consider working on them (for the games that use my client; that means YR, MO, DTA and TI). But the quick match client with a working 1v1 ladder needs to be done first, because without that, clans and badges would be useless (or at least they couldn't be utilized to their full functionality).
  5. My programming experience is limited to desktop applications and games for the most part. And while I have some website coding and server-side service programming experience, Grant is likely far better at that stuff, especially since my server-side experience is from platforms that the CnCNet website and other services do not run on. And that means that out of Grant's list, alone I could only do #3. Hacking YR itself wouldn't be a problem, but those hacks would be useless without a server-side service that would handle the game results, pair players for quick match etc. (depending on the implementation of the quick match feature, of course)
  6. I was just complaining about the grammatical error. Seeing such mistakes on an otherwise very nicely done site hurts my brain. Especially when this is probably the 4th time I've pointed it out to Grant. Oh and also the DTA link on the downloads page leads into a 404, because it points to Dawn of the Tiberian Age instead of Dawn of the Tiberium Age. https://cncnet.org/download
  7. https://cncnet.org/download "Download & Play Online Free." For free. The same also applies to all the different game download pages.
  8. It wouldn't only display a white screen if the game was missing. It sounds like a driver issue, most likely related to having both integrated and dedicated graphics (usually Intel and Nvidia) on the same system. Try switching the GPU that runs the client.
  9. Red Alert 2 and Yuri's Revenge are not free games, so they're not included in the CnCNet installer. You need to buy the game and install it, only then can you install CnCNet and use it to play online. You cannot download the games themselves from CnCNet.
  10. No matter which resolution you pick, Yuri's Revenge sets the resolution to 800x600 for the loading screen, then uses the actual selected resolution only when the game has actually started. So your monitor needs to support 800x600 for the game to work. RA2 supports higher resolutions in the loading screen already, which is why RA2 works but YR doesn't.
  11. Rampastring

    Error Updating

    @Grant, you've messed it up. XMP15S4.MAP exists twice in the version file on the server, just with different cases. I'd guess that the server doesn't have both. Also, even if it does, Windows filenames aren't case-sensitive, so it might cause issues that way. Maps\Yuri's Revenge\XMP15S4.map=571612042081972458120196192181125197127235200,221 Maps\Yuri's Revenge\xmp15s4.map=571612042081972458120196192181125197127235200,221
  12. In Red Alert, everything aside from the Medium tank, Heavy tank and V2 Launcher. In Tiberian Sun, every single Nod vehicle aside from the Artillery and Subterranean APC. GDI also has some fairly pointless units, like the Wolverine.
  13. Are you playing through the CnCNet YR Client or are you trying to start the original game? If playing through the CnCNet Client, open the client Options, set Renderer to TS-DDRAW and Save.
  14. Rampastring

    Kaboom error

    According to the client log you have no graphics card / driver installed. The client needs at least a DirectX 9 compatible graphics card with supported drivers. You need to install drivers for your graphics card.
  15. I've tested them on DTA and they work there. The TS spawner also contains the code. Maybe some of its additions (related to anticheat etc.) are breaking the actions? The Short Game actions are also quite new, so it's possible that Funky hasn't updated the TS spawner to contain them yet.
  16. The Short Game toggle is mainly useful for co-op missions (like some of the ones we have in DTA, if you're aware of it). The multi-factory bonus isn't a similar game option, but I guess it'd be possible to write a trigger action for it. What would you use it for, though?
  17. Btw, I've added 3 new trigger actions to the game, Give Credits, and Enable/Disable Short Game. To make them usable in FinalSun, add the following code to FSData.ini's [Actions] section: 106=Give Credits...,0,2,5,0,0,0,0,0,0,Give credits to a specific house.,1,0,106 107=Enable Short Game...,0,0,0,0,0,0,0,0,0,Enables the Short Game option. Will NOT automatically kill players that have no buildings when this is enabled.,1,0,107 108=Disable Short Game...,0,0,0,0,0,0,0,0,0,Disables the Short Game option.,1,0,108
  18. I think "CnCNet Team" was a better label than just "Developer". My avatar also got reversed to its previous version. But other than that, I'm enjoying this update.
  19. We've made two new multiplayer maps ([8] Subterranean Bluewery and [6] Rural Idyll) and one new co-op mission ([3] The Anchoring) during the last few months. They'll be included in DTA 1.16, which will be released later this year.
  20. Custom maps need to be in <YR dir>\Maps\Custom\ folder and have a .map extension. It's that simple.
  21. As far as I know, we don't have any hackers actively working on YR, and since the YR client is mainly meant for online play, this would likely be considered a low-priority issue. So it's unlikely for it to be fixed anytime soon.
  22. No, but is it actually wanted by the player base? IIRC no one has requested this before.
  23. Most systems perform better with the option off.
  24. In theory it'd be possible to figure out who caused the reconnection error by comparing sync logs. It'd however be time consuming and we'd need the logs from all players in the game, so practically it's not possible because we don't have the staff for gathering and reviewing the sync logs. You're best off just avoiding playing with someone if you think they're intentionally causing reconnection errors.
  25. Keep in mind that the client needs to send a lot of data (game options, player sides/colors/teams/starts etc.) to the server when you're hosting a game, even if you wouldn't chat at all. So if you flood the chat a lot, you can get the client to send too much data to the server, resulting in the server kicking you. It's also not only "512 bytes in 8 seconds" that triggers it, but you can also trigger it by sending too much data over a longer time. By sending one long message every 2.5 seconds you'll get kicked after a minute or two, for example. In other words, GameSurge has some more complex system where you can accumulate the "flood" over a longer time and get kicked that way, in addition to getting kicked if you flood too much in a few seconds. Now, you might ask why the client allows you to flood so much. The reason is that I don't precisely know how GameSurge's flood detection system works. The client already throttles itself to make the "flood" kick rare; most of the time the client will only send 1 packet every 2.5 seconds, so if you for example flood the chat a lot, the other players will receive your messages at a much slower pace than you've sent them, approximately 1 message every 2.5 seconds. (As the game host the time can be longer, because the data packets for game options and player options are also taken into account in the client's flood-throttling mechanism). In nearly all cases this throttling is enough for keeping you on the server, but if you chat a lot in addition to hosting a game, you can occasionally trigger the GameSurge flood detection mechanism and get yourself kicked.
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