
dkeeton
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Everything posted by dkeeton
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Have you looked in to this answer? https://forums.cncnet.org/topic/7393-iyr-and-ra2-have-a-big-problem-with-the-launcher-everytime-i-try-to-play/?do=findComment&comment=56784
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u should consider putting a sexy, fair, veteran player in charge of choosing the settings / maps for ur showmatches mate. I recommend xxprepxxxx. Hes been around for decades, has played at the highest levels-- and is a logical fellow-- he understands what makes things competitive and what does not. I say this because Superweapons are actually essential for ggs. Both competitive and for fun Help me understand... You've said in this very thread that Allies are worse than Soviets. So now you seem to be arguing that Chronosphere is equivalent or better than Iron Curtain. Is that the argument you are making? Can you compare the 2 supers? (Or is there something I'm missing here?)
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I think the player who is causing the lag doesn't have as much delay as the other players. For the lagger, the game is slow(FPS) but responsive, for the other players game is slower FPS and actions have a long delay. At least that's how it seemed when I was doing lag experiments on Tiberian Sun.
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I'm not sure why you couldn't get 60fps on xwis. Maybe you lagged? I'd be interested in hearing if anyone else has the same opinion.
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This line seems to contradict itself. If the game is running at 900 frames per minute, wouldn't that be equivalent to 15 fps, not 50-55? (900 frames / 60 seconds = 15fps) - which is really slow and almost unplayable. I've edited the statement to make it more clear. And even more clarity here. In the part (0.7 * 900), it's ... 0.7Minutes * 900Frames/Minute ... the Minutes cancel out and you're left with Frames as the unit, then it needs to be adjusted from 1000 credit unit to a 900 credit, so multiply by the ratio (900/1000). Frames remains the unit. Then to convert from Frames to Seconds you divide by FPS. Frames cancels out leaving Seconds. And finally adjust by the multiplier. Knowing me... that probably makes less sense.
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On CnCNet the rules.ini says things have build speed of 0.7 "game minutes" for a $1000 unit. There are 900 frames in a "game minute". Using that information and factoring in the build speed multiplier for Rhino is 1.3 and the Grizzly is 1.5 and considering Games on YR are typically 50-55 fps. We can calculate: So a $900 Rhino is (0.7 * 900) * (900/1000) / 55 * 1.3 = 13.401818181818182 seconds = 737 frames A $700 Grizzly is (0.7 * 900) * (700/1000) / 55 * 1.5 = 12.027272727272727 seconds = 661 frames The closest I could get to your times is Grizzly having 1.1 build speed multiplier and Rhinos having 1.25. For 485 frames and 708 respectively. I'm not sure why the XWIS rules would be different.
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Did you download the latest version from here? https://downloads.cncnet.org/CnCNet5_RA2_YR_Installer_v3.3.0.1.exe
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Difference between TSPatch and the CNC Online Installer?
dkeeton replied to Massive_Atom's topic in Tiberian Sun
Use ts-patch if you want to play the game from your The Ultimate Collection or The First Decade folder. Because the game is free, CnCNet also has their own installers that don't rely on TUC or TFD, they stand-alone installed games. -
New Laptop, CNCNET not working to full capacity!
dkeeton replied to RightAnglez's topic in Tiberian Sun
Sounds like a Windows Defender or firewall problem. -
What is your reasoning for that? To force another power plant before Soviets can build a radar or 2nd war factory.
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I'm also someone who doesn't play Yuri's Revenge and I don't know what I'm talking about, but... It didn't seem to me that the game needs a lot of mods to balance allied vs soviet. Just soviet power plant should be nerfed 150 -> 100.
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The easiest way is to download it here: http://tore29.com/tsins/TSinstaller3-beta11r6.exe
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Yay!, I thought nobody understood my concept but you clearly do! (I'm not insane) Thanks! This is very useful. You've almost got the idea.... best so far. Looking at your list maybe we need more than 12 entries. But also don't forget we can duplicate maps when creating scenarios. See and understand what @Ezer_2000 said in the quoted text above.
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You can try to delete all the wav files, (I have a feeling this, won't work for you because you are crashing before they get loaded). Resources/Yuri Theme/button.wav Resources/Yuri Theme/checkbox.wav Resources/Yuri Theme/dropdown.wav Resources/Yuri Theme/gamecreated.wav Resources/Yuri Theme/joingame.wav Resources/Yuri Theme/leavegame.wav Resources/Yuri Theme/message.wav Or you can use Linux to play, it works for skirmish. It's free and better than Windows already. Ubuntu tends to be the easiest for most people.
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Why would you not veto all the scenarios that have starting units if you are playing allies? I don't think anyone understands the concept of Scenarios and vetoes. That's my fault, I have failed.
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Thanks, this is useful. If no one submits any Scenarios, I'll make up my own using this list.
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I'm asking what Scenarios would you like to have included. If people don't want crates, there will be no scenarios with crates. I'm going to enter the Scenarios in the Quick Match database soon so I'm looking for a list like this: Scenario 1: Map = Blood Feud, SuperWeapons = Yes, Short Game = Yes, MCV Redeploy = Yes, Build Off Ally (BOA) = Yes, Units = 0, all else = No Scenario 2: Map = Blood Feud, SuperWeapons = No, Short Game = Yes, MCV Redeploy = Yes, BOA = Yes, Units = 10 Scenario 3: Map = East Vs Best, SuperWeapons = Yes, Short Game = Yes, MCV Redeploy = Yes, BOA = Yes, Spawn Locations = 1,5 Scenario 4:... ... Scenario 31:... We can have up to 31 Scenarios in the pool. But I think it should be around 15 just to make it approachable for new players. To keep things fresh we can alter the pool each month or ladder-season. You don't get to choose your faction like that. This is how it works: On the client: 1. Sign in to QM and choose your side aka faction or random 2. Choose your scenario vetoes 3. Click Quick Match! and wait for a matchup. From here on you cannot change your side or vetoes until you cancel the matchup request. On the server: 1. Player is entered in to the Quick Match player pool. You are compared to all players in the Quick Match pool and if there is another player waiting with the same skill level as you then you get matched up. The scenario that neither of you have vetoed gets randomly chosen. Any players whose side is random, a faction will be chosen. Info is sent back to the client to spawn the game. 2. If you don't get matched then you wait, the longer you wait the more likely you'll get matched up with someone who is outside your skill level. Hope this helps.
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Yes the scenario is randomly chosen just the before the game is started and the players will only find out the map and spawn locations just before the Loading screen starts. You can veto scenarios you don't like, so as long as there are few enough of the weirder scenarios, they shouldn't have a big impact. For the veto system: All the maps are selected by default, you unselect all the scenarios you want to veto. After that step you will be allowed to enter the quick match system. This type of logic won't be possible initially. We can include 3 player maps and 4 player maps in the 1v1 pool too, if needed. It seems to me that Yuri is generally not allowed to be chosen in most game rooms, but you can choose random and get it. Shouldn't we follow the same logic in the quick match system?
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What maps and settings should be in a 1v1 Yuri's Revenge Quick Match map pool? Even better than a "Map" pool, we can have a "Scenario" pool... half of the "Scenarios" could be veto-able. A "Scenario" is a map + the rules and spawn locations of the map. (aka game-room check boxes + spawn locations). For example. Scenario 1: Map = Blood Feud, SuperWeapons = Yes, Short Game = Yes, MCV Redeploy = Yes, Build Off Ally (BOA) = Yes, Units = 0, all else = No Scenario 2: Map = Blood Feud, SuperWeapons = No, Short Game = Yes, MCV Redeploy = Yes, BOA = Yes, Units = 10 Scenario 3: Map = East Vs Best, SuperWeapons = Yes, Short Game = Yes, MCV Redeploy = Yes, BOA = Yes, Spawn Locations = 1,5 If we had 12 Scenarios, up to 5 could be veto-able. Community made and modded maps are allowed in Scenarios. I want to hear from YR players... P.S. I know nobody wants to have starting units on Blood Feud, these are examples of what things are possible. I'm not asking for your opinion on my 3 totally contrived examples, I'm asking for you to come up with 12 examples of your own Scenarios that you would not veto.
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Sure that explains the initial explosion in tower 1. What about Tower 2, Tower 7 and the secret Martian listening post in Tower J? Here's what they don't want you to know... Click here to subscribe, don't forget to finger bang that like button... Everyone told him his insurance payment would be too expensive but they didn't know this one little trick... She clipped coupons every day for a year, you'll never believe what happened next... he bought 500 yards of wax paper, you'll never believe what he did with it... He made a stupid forum post about 9/11 but you'll never believe how it ended (even NASA has changed the history books) Now for the big reveal.... To bring it all down, GDI would need over 1000 well trained disc throwers surrounding the buildings in a figure double-8. And... nothing could detonate that many disc throwers other than Kane, himself, sending in Devil's Tongues... TRUTH BOMBS, WAKE UP SHEEPLE!!!1
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Can you upload your crash log? Go to your game folder and get the most recent log file from Client\ErrorLogs
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The cncnet version comes with everything needed to play the campaign. Other versions will need to be patched to play. http://tore29.com/tsins/TSinstaller3-beta11r6.exe
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From the launcher, can you go to options and make sure Single Processor Affinity is checked.
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What installation do you have? Did you download the campaign from here http://tore29.com/tsins/TSinstaller3-beta11r6.exe ? If you didn't get it from there you'll need https://downloads.cncnet.org/TSpatch.exe