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Posts
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Everything posted by CCCP84
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Humans version: "reconnection error" SYNC_CNCNET3.TXT
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Yes i think. There was no message, that "player has different files"
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I have one. But it is old. It appears rearly. (Maybe when i was cause of error) This SYNC files appear often when error. I will ask others about EXCEPT files. EXCEPT_CNCNET.TXT
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Yes, of corse. 1. No, there was no observers. 2. Yes. It often happens when massive attack with dolphins and destroyers starts. It should be noted that simply moving a large number of water units does not result in an error. It happens right at the moment of the attack. Maybe, the error occurs when an enemy unit appears for the player. 3. Sometimes it happened all history, but now it seems to happen much more often. Water maps are very prone to this. 4. Yes. I will attach mine and ask to do this others. I have 256 files for 256 frames. It doesnt allow to attach such a big size. I will attach some from beginning and some from end. Interesting, that last time in log file cause of error was player, who played soviet. He had no dolphins and destroyers. 5. We have some screenshots from some games. But i think, they will not help. They can only confirm that the error occurs during a naval attack. sync2.zip
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Today we played 3 times. And all 3 games ended with error.
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Recently, the problem of reconnection error has arisen very often. We are playing on a water map and 2 out of 3 games end with an error. Could this be due to the latest update affecting underwater units? This is a very big problem.
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Thanks bro for the kind words. The map turned out really great. Better than I myself could have expected. As for paradrops - yes, probably, this can be a problem for Yuri Revange. The infantry is overpowered there. We always play pure RA2 and it's not a problem there. about the reconnection error - unfortunately, the problem here is in the game itself, not in the map. I suspect there is something with the naval units of the alliance.
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I got the impression that information about the choice of a side by the player is not always transmitted to my cncnet client. and for me, as a host, "random" continues to be displayed near the player. When I press start, the player's side changes according to the value that was displayed to me as the host, as if I had changed it forcibly. The player asked me, as a host, to choose a certain side for him. When I do this, the side does not change. that is, the mechanism is such that when the game starts, the sides change to those that were displayed for the host. In turn, the player's choice of side does not always affect how it is displayed to the host. perhaps the problem appeared with the advent of the parameters ???Alies ???Soviets.
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It is very strange, but for the few last days the players have been complaining to me that after the game started, the side they chose was changed. Various people complained. The problem may have occurred after the last update. I created the game. My side hasn't changed. I had a suspicion that for me a random side for the players was displayed, but for them the side was selected. In addition, I saw that one player had France selected, although the settings did not allow France to be selected. All this was with the autoteam function and RA2 mode enabled. Perhaps this has some effect? I don't know.
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I think now I understand. it is a pity that it is not possible to simply turn off a certain position.
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I need to block one specific position. This feature does not work.
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This is a great idea. Moreover, the terrorist had these functions at the development stage, apparently .. ;The evil Cuban Terrorist [TERROR] UIName=Name:TERROR Name=Terrorist Image=TRST ;Image=SPY Category=Soldier ;Prerequisite=NAHAND,NATECH Prerequisite=NAHAND,RADAR CrushSound=InfantrySquish LeadershipRating=3 Strength=75 ;changed on 11/29 from 50 to 75 ;Primary=MakeupKit ; virtual weapon that picks disguise ;C4=Yes Primary=TerrorBomb CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Armor=flak TechLevel=5 ;CanDisguise=yes; I appear differently on other people's computers ;PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma) Sight=9 Speed=6 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Confederation AllowedToStartInMultiplayer=no ;Cost=1500 ;Soylent=200 Cost=200 Soylent=25 Pip=red Points=5 VoiceSelect=TerroristSelect VoiceMove=TerroristMove VoiceAttack=TerroristAttackCommand VoiceFeedback=TerroristFear VoiceSpecialAttack=TerroristAttackCommand DieSound=TerroristDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 Trainable=no Explodes=yes DeathWeapon=TerrorBomb IFVMode=11 I wouldn't use C4 instead I would use Secondary=IvanBomber With C4 it will destroy construction yard with one shot. Thats too much. With IvanBomber it will destroy Lab, oil derrick, but almost impossible to destroy const yard. I would really like to use the terrorist in this form for my maps, but I think it is inappropriate to change it so much for a particular map. This changes the basic properties of the unit. The players won't understand.
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My friend, after years I prefer to agree with you. Your suggestions were good. I've been experimenting with this a half year. I made several versions of my maps with different parameters of the patriots. As a result of months of games, I deduced the desired value: CellSpread=1.6 This parameter is changed in the warhead. But, you need to create a new warhead, because. SAMWH also used by AEGIS. So: [Warheads] 90=PATMS [PATMS] Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML InfDeath=3 CellSpread=1.6 ProneDamage=100% PercentAtMax=.01 This setting gives good results against large clusters of rocketeers. But it deals standard damage to a single target. Increasing this parameter leads to excessive efficiency. Smaller values look insufficient.
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[TNKD] Cost=2000 [SABOT] Range=10 [SABOTE] Range=11 These parameters make Germany the most popular side of the alliance in games on my Oceania. And Tesla Tank: [TTNK] Cost=1700 [TankBolt] Range=8 [TankBoltE] Range=9 On the Black Sea map I use more conservative parameters. These parameters can be considered a reasonable compromise: [TNKD] Cost=1600 [SABOT] Range=8 [SABOTE] Range=9 Tesla Tank: [TTNK] Cost=1500 [TankBolt] Range=7 [TankBoltE] Range=8 Here I mean a slightly modified version of my maps.
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Released new versions of Oceania, Storm and Black Sea. Brought everything to the same standard. This applies to bug fixes and some unity mods needed for large sea maps. First of all, this applies to Oceania and Storm. The Black Sea, in fact, has only bug fixes. Map files and a list of modifications are in the first post. I also made sure that each map has a clean, unmodified version. Just territory.
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Released new versions of Oceania, Storm and Black Sea. Brought everything to the same standard. This applies to bug fixes and some unity mods needed for large sea maps. First of all, this applies to Oceania and Storm. The Black Sea, in fact, has only bug fixes. Map files and a list of modifications are in the first post. I also made sure that each map has a clean, unmodified version. Just territory.
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Released new versions of Oceania, Storm and Black Sea. Brought everything to the same standard. This applies to bug fixes and some unity mods needed for large sea maps. First of all, this applies to Oceania and Storm. The Black Sea, in fact, has only bug fixes. Map files and a list of modifications are in the first post. I also made sure that each map has a clean, unmodified version. Just territory.
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And I also have a proposal. The briefing feature in the client is poorly done. The briefing is displayed by default, and closes the map preview. This looks ugly. This is unacceptable. And this is irrational. The player only needs to read the briefing once, then they know the features and do not need to read the briefing again, however, it is displayed constantly, closing the preview. This is the problem that must be solved necessarily, sooner or later. I would like to use the briefing feature for my maps because my maps have some mods, however I don't use the briefing because it ruins the preview. I propose to implement the briefing function using the "briefing" button placed under the map preview. By pressing this button, a briefing will appear. But by default it will not be displayed and obscure the map preview. The player, at will, will press the button and display the briefing. If the map does not have a briefing, the button will be absent or inactive. My suggestion is something that must be done without a doubt. Because that's how it should be. It's logical, it's convenient, it's right.
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Friends, I would like to recall this idea. IT is still relevant. The introduction of this innovation would make life on the CNCNET more comfortable. Perhaps you are wondering what else can be done? And you can't find the answer. Here's an awesome idea. I know that there are persistent diligent minds that can succeed here. It would be really convenient.
