Jump to content

Rampastring

Team Member
  • Posts

    530
  • Joined

  • Last visited

Everything posted by Rampastring

  1. pchote's guess / analysis seems like a possible one.
  2. Um. This isn't OpenRA, it's built on the Unreal 4 engine. From the video description on Youtube: It's cool and impressive, although the controls aren't very fitting for an RTS. It would be a very cool spectator mode however.
  3. Sounds like an intentional map feature by Westwood, or if not intentional, then something that they simply didn't mind. They've given the cost value (that determines how much experience an unit gets from the kill) to the dinosaurs themselves and so the mapper has likely known that killing the dinos could be used to rank up units.
  4. From what I can see, that's mainly because the RA2/YR section has lower quality discussion in the form of drama, failed tournaments that contain more drama and client / game issue reports. Yeah honestly I wonder if it irritate him. His favourite CnC game and his mod in general seems to be a bit.. quiet. Its very fortunate though he's wishing to work during his valueble time on clients for games he's not the biggest fan of, and that will forever be very appreciated! It does sometimes make me sad, but I think DTA is doing reasonably well considering that we don't have the millions of dollars to spend on development and marketing that Westwood had back when they created RA1 and YR. We've been in ModDB's top 100 mod list for 2 years now, and that's a nice achievement already considering that ModDB has 27 744 mods. Also, despite the lack of online players it's usually possible to have some fun if you play on weekends or are just patient enough to wait some time in the lobby, or just invite some real-life friends; I have several friends who also play DTA so when I want to play I usually get one or more of them to join. Btw, viewing the mod from the perspective of online player count makes it seem a lot more quiet than it actually is. From update server activity we know that we have a lot of offline players. We also have our own discussion channels on ModDB and Project Perfect Mod, which are active as well. I'm not really "irritated" about the number of online players. It's clear that the original Westwood games have a lot of faults. As you've seen, people here are constantly debating YR's balance flaws, whether Yuri should be allowed in tournaments and such. While regular players just accept the faults and keep on playing the game, sometimes inventing custom rules to "fix" the flaws ("no Yuri!"), the mentality among us modders is that we attempt to fix the issues. While fixing the issues, we also tend to enhance the game in various ways, and so we end up with a mod, a game that's often simply better than the original game despite not being as popular. Modding the games is a hobby, and the reason why we do it is that it's fun. If we manage to create something that other people also enjoy, like in the case of DTA, it's just a nice bonus. In other words, even if no one outside of our development team played DTA, we might still keep working on it as a hobby. Although few things improve your day more than when someone posts a lengthy comment on the forums, telling how they've enjoyed the mod and how it has re-ignited their interest towards C&C Btw, while DTA is "based on" Tiberian Dawn, TD is not really my favourite official C&C game. I don't think I have a favourite official C&C game. Gameplay-wise I think C&C3 (aka Tiberium Wars) is the best official C&C game, campaign-wise it's Tiberian Dawn or Red Alert 1, and story-wise it's Tiberian Sun with its Firestorm expansion. And while I don't find RA2/YR as enjoyable as the other classics, I don't really dislike them either, I've beat their campaigns and played them a lot in LAN parties a decade ago as well. In the case of YR's client, I don't really work on it actively. The feature set that DTA's client uses just happens to closely match that of CnCNet YR, and because I'm happy to see my code being put into good use, there's no reason why I wouldn't share the client with YR. However, I don't write YR-specific features. So, if you ever see for example ladder support in my client, that feature will be coded by Grant or someone else that's not me. I used to work on YR more actively a year ago or so, but it quickly became overwhelming with the amount of time I spend on other projects already. So, YR support is entirely in Grant's hands nowadays, with me only providing assistance with the client code when it's needed.
  5. Rampastring

    Korc's cncnet

    Looks like an ancient version of CnCNet YR that no longer has its update servers online. He'll have to re-install.
  6. Here's a DTA 1.15 gameplay video where we destroy 2 Hard AIs on a new map, [4] Subterranean Greenery. https://www.youtube.com/watch?v=zETzEHvWjnA The mod itself will be released on September 23rd.
  7. What is the launcher doing that's causing a problem? The client isn't doing anything wrong. This crash is caused by some bug in the latest CnCNet YR spawner that only happens on some relatively few systems - including mine. Starting any kind of game will result in an instant Internal Error with an except.txt similar to this one.
  8. It takes a while to generate the map previews, so give it some time (a dozen minutes should do, unless you have a lot of custom maps) and check if you see the detailed previews then.
  9. That's one of worst analogies that I've ever seen (sorry I had to say that). In this case the original "plain cheese pizza" has several flaws in it that are fixed in the more special pizza flavours (the RA2 engine has several bugs / issues that were fixed for YR), plus the special pizza flavours and the plain cheese pizza have significantly different recipes / are built differently (the work that has been done for the YR spawner couldn't just be directly copied for the RA2 spawner - meaning that some of the work would have to be done again). The special flavours also give more options to customers who like editing their pizza before eating it (map modders surely like the extra YR logics). And in RA2 Mode's case, the special flavour pizza can also be edited to very closely if not completely match the plain cheese pizza*. * If you see any differences between the plain cheese pizza edition of the special flavour pizza and an actual plain cheese pizza, you can report them here and the professional pizza chefs known as Grant and Tomsons can fix the special flavour pizza's plain cheese pizza edition so that it matches the actual plain cheese pizza. ..
  10. Popularity isn't the only thing we care about. We also care about the quality of the service. I'd personally (not saying that all of the CnCNet staff necessarily agrees) prefer 50 friendly players over 150 people acting like asses. Skill level doesn't matter as long as people are having fun, plus learning a game is a lot easier than un-learning bad attitudes. And I also kinda doubt your "warnings". We've been banning people for the whole lifetime of CnCNet 5, yet we're still getting more popular. Even if we lost 30 players, we still have thousands more, and we'd probably lose hundreds instead of dozens if we didn't attempt to keep the lobby friendly and free of cheats.
  11. If by later C&C games you mean C&C3 and RA3, then, as far as I can see*, at least in C&C3 engineers are a lot easier to stop than in classic C&C. In C&C3 engineers are very slow and die from a few shots from a basic rifleman, while in classic C&C they have a lot more health and unit firing ranges are a lot shorter in comparison. In RA2 two conscripts need to almost hug each other to be able to fire at each other, while in C&C3 units can be quite far from each other and still fire. In other words, while in C&C3 you might be able to prevent an engineer rush by having a couple of basic infantry squads or base defenses scattered around your structures, in TS it takes a lot more effort in comparison. I'd imagine that because of dogs protecting against engineer rushes in RA2 takes less effort than in TS, but it's probably still harder than in C&C3. From what I've heard, in competitive TS it's fairly common to enable the "multi engineer" option to make engineer rushes harder. *I'm a very skilled classic C&C player, but I haven't played C&C3 as much.
  12. [2] Disguised Manipulation, a new Nod co-op mission to be included in DTA 1.15.
  13. If it's inconsistent, it's not likely that it's the map. Unstable connections and recon-error-causing cheats are more likely.
  14. .NET Framework 2.0 can be installed on Windows 98, so unless you're targeting a higher version (or using P/Invoke to call some function that doesn't exist on Win98) it should work
  15. You need an x86 emulator (like QEMU). Then you'll have to install an operating system like Windows 98 on that emulator, and then you can install the games. It won't run well unless your tablet is very powerful though, especially TS and RA2 will run slowly. TD and RA1 could be somewhat enjoyable.
  16. Not many people here are aware with Twisted Insurrection, you could get better help over at Twisted Insurrection's own forums: http://ppmforums.com/index.php?f=746 Anyway, do you have .NET Framework 3.5 installed? Is there a file named "client.log" in your TI directory? If so, attach it to your next post.
  17. Nope. However, there is a "Red Alert 2 Mode" game option in CnCNet Yuri's Revenge, which modifies YR to be similar to RA2.
  18. Rampa working on new client has been officially confirmed! I hope he pulls it through. But honestly, often times it's better just fix the issue instead of remaking the whole thing. Although I can see where this is coming from. He already re-coded it for TS, RA1 or whatever DTA Fixed The new client isn't entirely ready yet, but like 95%. It's been capable of launching online games for 1½ months now and is currently under heavy testing by both me and the staffs of the 3 biggest TS and YR mods, while I'm finishing the last WIP features. The client will be released with DTA's new version in about a month. If / when a YR version arrives depends not only on me, but also on Grant. Btw, the client already supports YR. The new client could be applied to the CnCNet YR package in less than a day's work, so if Grant or someone else gets interested enough, the new client can be adopted quickly without any lengthy advance preparations.
  19. At least TS still has RA1's "Shroud Regrows" option that's easily enabled with a Rules.ini change, it might still work in RA2/YR.
  20. Tiberian Sun has Fog of War (even as a standard game option), but it's broken and will randomly crash the game in some blitting code.
  21. The engine is impressive and has massive modding potential. If I started a new C&C mod project today, OpenRA would be the engine that I'd use. TS and YR simply aren't even nearly as flexible, even with CnCNet's additions and Ares. The name ("OpenRA") is slightly confusing (clearly meaning "Open Red Alert", while OpenRA is a general RTS platform), and I don't really enjoy the stock mods. The code being C# is a good thing, like pchote already said.
  22. Something more traditional for a change; [8] White Acres, an intense, small-ish 8-player map full of thick forest. Click on the image to see a bigger version of the preview. Some long-time fans might also see a resemblance to a certain Tiberian Dawn / early DTA map.
  23. Often there are 0 online, but sometimes during European evenings I see over 10 players so it is possible to find a game if you manage to log in at the right time. Do you have a good reason for wanting to disable it? I think most players find it useful.
×
×
  • Create New...