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Everything posted by Rampastring
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The spawner is the modified executable that's included with CnCNet YR (and all other CnCNet games, including DTA and TI) that makes it possible to skip the in-game menus and makes tunneled multiplayer possible. Usually it also includes lots of other things, like anti-cheat code and bonus features for modders. The YR spawner was created by Iran, who also created the TS (= DTA and TI) spawner and has worked also on the RA1 spawner. Without the spawner the client can't skip the in-game menus; basically, the client is completely useless on its own without a spawner. Because the original executables in RA2 and YR are different, the YR spawner cannot be used for RA2, but RA2 would need its own spawner that's based on the original RA2 executable.
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[OpenRA] Red Alert Global League - Final Standings, Season 1!
Rampastring replied to SoScared's topic in General Discussion
I have to agree with Blade here. Some of the advertising that you do with OpenRA is confusing and annoying. When did you last play Red Alert (the real one)? When it comes to gameplay, it's entirely different from the OpenRA mod. OpenRA's version uses the same graphics and is clearly inspired by the original, but that's where the similarities end. Everything from basic unit and projectile behaviour to game pace, tech trees, UI and tactics is completely different, but you still rely on the original game's logo when promoting an entirely different game. How does OpenRA's RA mod enable multiplayer for Red Alert? The original game already has a lively multiplayer scene and has had one for half a decade thanks to CnCNet; the original's multiplayer scene actually seems more active than OpenRA's multiplayer scene. Maybe they're super conservative in altering the balance of their own game, but they surely haven't been "super conservative" or actually conservative at all when making changes compared to the original Red Alert. OpenRA's RA mod has new units, completely different balance and tech trees, and lots of new features compared to the original game. It's not really a "bad thing", but OpenRA Red Alert is completely different from the original Red Alert and so it's misleading to showcase it as being a "replacement" for the original game. I beg to differ. From talking with some OpenRA fans I know that many OpenRA Red Alert fans dislike the original game. They're used to OpenRA's systems and design and don't like the original game's design. Note that when talking about being misleading, I'm meaning it in general. This particular topic isn't that bad, since you mention OpenRA in the topic title. (although the banner could've been clearer) -
As far as I know, the current public version of Mental Omega uses CnCNet 4, which was discontinued a while ago. So MO not working has nothing to do with the issue with CnCNet YR.
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I've translated it to Finnish and PM'd the strings to Grant. Just posting here to make sure that no one will waste their time doing another translation
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Once you get used to it, it's far more efficient than scrolling by moving the cursor to the sides of the screen (or by using the keyboard, can't remember if YR supports that). All more skilled players use right-click scrolling because with it you don't need to move the cursor as much to scroll, plus you have precise control over the scrolling speed.
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Games Crashes while trying 2 get out of it / ALT+TAB or WIN KEY
Rampastring replied to Henky7777's topic in Tiberian Sun
The selected rendering option in the settings can also affect it. -
Write the following code into RA2MD.ini: [Video] Windowed=yes
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About 2 years ago a DTA staff member got (D)DOS'd after playing a game with someone (CnCNet IRC didn't hide IPs back then). That someone had told him that they don't like Germans and that they're going to DOS him. A few seconds afterwards he lost his internet access for a while. People don't need a rational reason for behaving like idiots.
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People can also be attacked, and it has happened in the past on CnCNet. It's why I haven't implemented P2P support into my client.
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Grant Vs. Olaf. 1v1 on ra2 or YR. Who would win?
Rampastring replied to aWarNoob1's topic in Red Alert 2
Who's that? -
Which version of Tiberian Sun is better: Tore or Rampastring?
Rampastring replied to zocom7's topic in Tiberian Sun
My client (both old and the upcoming new one) doesn't affect the gameplay at all, so yeah, it's possible. Funky's client has traditionally had more "competitive" features like the RA gold medals, peer-to-peer support, ladder support etc. that my client lacks. I've focused on greater mod support and a more in-game like UI and feel. If there's any specific features in Funky's client that you miss in my client though, I could consider implementing them. -
We haven't encountered this before. Based on the screenshot it appears to freeze when creating a window. My only guess is that it could be caused by your security software.
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Which version of Tiberian Sun is better: Tore or Rampastring?
Rampastring replied to zocom7's topic in Tiberian Sun
The client used is indeed the same as DTA's client. That's because my version isn't compatible with the game's original MIX files. Open the client, go to Options and then Components (top-right). You can download all the movies and music there. -
Which version of Tiberian Sun is better: Tore or Rampastring?
Rampastring replied to zocom7's topic in Tiberian Sun
I'd have nothing against it. I'd actually like it if someone else started handling the TS client, because I prefer spending my time on my mod projects and the shared client code instead. However I started working on an entirely new client some 2 months ago. It's gonna be far better in every way and it'll replace the current one (hopefully) around late summer. So, I wouldn't advise anyone to modify my client until the new version is ready. -
Which version of Tiberian Sun is better: Tore or Rampastring?
Rampastring replied to zocom7's topic in Tiberian Sun
It's heavily modified to the point that it can't really be called either. The strength of my client is that it's easier to mod and has much stronger capabilities for modding than the official CnCNet version. If you don't care about modding and just want to play the original game, the official version might be somewhat more problem-free although my client does the job as well. -
The game engine's game logic update / tick rate seems to be aligned with the FPS, so I doubt it's possible.
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Downloaded Zero Hour from Origin. Can I play offline?
Rampastring replied to Mabus's topic in Newer C&C games
IIRC Origin has an offline mode that you can enable. -
8-bit Armies - a new c&c from ex-Westwood
Rampastring replied to Milkey Wilkey's topic in General Discussion
As far as I can tell, limited and rushed content is a rule for Petroglyph games. Possibly with the exception of Empire at War, since I haven't really played it and it appears to be have been an actually succesful game. Universe at War had diverse factions, but the campaign was quite short, and especially the Masari planet conquest part was clearly rushed. Grey Goo also has diverse factions, but at least the Beta was fairly simple (I played it on a Steam free weekend). There's also only 5 missions for each faction. And now 8-Bit Armies has only 1 extremely simple faction. Even Tiberian Dawn GDI had a more diverse unit arsenal. -
Ah. The only changes that actually do something are lower TeamDelays and more VirtualPurifiers, so the changes are that the AI attacks twice as often and gets even more extra money. The following code doesn't do anything: [Medium] BuildTime=.4 [brutal] BuildTime=.2 [Easy] actually affects the Hard AI, [Normal] affects the Medium AI and [Difficult] affects the Easy AI (yes, it goes the other way than you'd expect). [brutal] and [Medium] don't exist in Rules.ini and so they don't do anything.
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Technically, the option injects the following code into the map: [General] TeamDelays=1000,1500,2500 AIVirtualPurifiers=8,4,2 MinimumAIDefensiveTeams=0,0,0 MaximumAIDefensiveTeams=0,0,0 DissolveUnfilledTeamDelay=7500 [Easy] BuildTime=.6 It basically makes the AI build more units and attack more often, gives it a lot of extra money, makes it play less defensively, and additionally cuts 40% of the Hard AI's build time for units and structures. Despite the cheats it's still very well beatable, I actually find it way too easy despite not being a RA2/YR pro (although skilled in C&C in general).
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We released two updates a while ago. Combined change log: Added: New multiplayer maps: "Eternal Spring Dream" and "Heart Attack" (Credits: Rampastring). Added: Various new tiles for the temperate "Bridges" tile set (Credits: Bittah Commander). Added: You can now select the "DxWnd" renderer in the client's settings, which can make the game perform better on some systems (Credits: FunkyFr3sh, Glukv48, Rampastring). Changed: The AI's laser corvette now has the same (shorter) range as the player's non-deployed laser corvette. Changed: Ion Storms will no longer prevent aircraft from flying, nor disable the radar (Credits: AlexB). Changed: The client now keeps multiple saved multiplayer games, as long as they're from the same match (Credits: Rampastring). Fixed: There was a chance for the game to crash if a Jump Jet Infantry was flying or trying to take off just when an Ion Storm started (Credits: AlexB). Fixed: The Private Message window had no close button (Credits: Bittah Commander). Fixed: Blue tiberium is harmful to infantry again (Credits: AlexB). Fixed: In the Scavenger game mode, crates provide less money and units and structures are no longer 4 times as expensive (Credits: AlexB). Fixed: The Corvette, Frigate and several of the AI's ships were unable to gain veterancy (Credits: Bittah Commander). Fixed: In the "The Experiment Lab" Co-Op mission, the enemy will no longer receive Chemical Hovercraft reinforcements after the Experiment Lab structure has been destroyed (Credits: Rampastring). Fixed: The "Stealthy Inhibition" Nod singleplayer mission failed to load (Credits: Bittah Commander). And the preview of another new map (click on the image to see the actual megamap). I got the idea for it from an earlier post in this topic..
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Bandwidth isn't that important. What's important is having low ping to the tunnel servers and having a reliable connection (as in there's no huge variation in the bandwidth and the ping during the game).
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Yuris Revenge HIRES win10 cursor issue [ ** Resolved ** ]
Rampastring replied to godexits's question in Support
Sounds like a high-DPI issue. -
Will you create the spawner for RA2?
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I just found the cause for this and fixed it. The fix will hopefully be pushed to YR within the next few days.