Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

sadspider

Members
  • Posts

    7
  • Joined

  • Last visited

Posts posted by sadspider

  1. On 7/30/2015 at 7:08 AM, TheCanadianFaker said:

    sigh, okay :P

     

    i guess its my fault for adding things like FINAL to my maps when they were not final XD

    The way I do it is create a folder called MapDev or something in the maps directory, then I have my 30 different versions in there.  Once I am happy with the map, I then move it into the custom folder.  Also makes it easier to find what im testing as in the cnc client I just choose the MapDev folder for a dropdown of my maps :)

    On 11/25/2016 at 8:31 AM, hgjcool said:

    how to delete map ,in cncnet software?

    Assuming you're on Windows, go to the directory C:\Games\CnCNet\RedAlert1_Online\Maps 

    or where ever you have installed Red alert.

  2. Any decent guides on modding RA1?  Also i'm after a decent Map Maker.  I used to use final alert back in the day and you could generate a map from a .bmp image.  Are there any map editors for RA1 that do the same?  I have seen the sticky thread on links but the Red alert 1 link is dead.

    Thanks in advance.

  3. 23 hours ago, FunkyFr3sh said:

    years ago it used to be like this, everyone could choose a server when they hosted a game but that didn't work out too well.

    Imagine someone from Germany hosted a game (he would choose a server in Germany obviously), now 2 players from Australia join his game. What happens now is that Australia1 has to send the data to the German server, then the German server needs to send the data back to Australia2 and you end up with a round trip time of 800ms, it's going to be unplayable... The games can't handle more than 400ms latency.

    Back then I tried to solve the problem by adding country flags to the game rooms to ensure players know that the server is too far away from them, I also tried to show warning messages to ensure they know that the game won't be playable like this, but everyone ignored it. The only way to make such a setup working is to hide games hosted on servers with too big distance, but that's a terrible solution (we can't really separate our small community like this..).

     

    As a comparison, with our current setup there is no problem at all with 1 player from Germany and 2 players from Australia. The round trip time will be 400ms only since that's the time from Germany to Australia while the 2 players from Australia will connect directly to each other with just 50ms latency rather than 800ms as explained in the example above.

     

    Thanks.

     

    I guess servers would only make sense for a higher player count to justify having regions, i.e EU, NA, ASIA etc.   My reasoning was that if they connected to a server then it didn't matter so much if you had 8 players from say... UK, Germany, Australia, North America etc.  As they will connect to one central server.  But I suppose with p2p they will connect to one host anyways.  It's just that it's a shame when you have a few players with good internet and it just takes 2 other people, like UK and Russia to have a bad connection that will lag everybody.

    It is amazing the work you have done to revive this game.  I used to play on xwis all the time back in the day and the CnCnet client is something really amazing.  

    Where do you see the future of CnCnet?  Also what is the best way to help contribute the project and community?

  4. 14 hours ago, mohsen9010 said:

    I'm not sure about RA1 game, but already for Tiberian Sun was a way to choose a tunnel server. But for now this is only automatically choose.

    In this topic FunkyFr3sh say:

    I think it could be better to people can choose a tunnel server.

    Totally.  A tunnel server would be far superior than p2p.  There are so many games where all it takes is a bad conn between 2 players to lag everybody out.

    Also being able to select a server would increase incentives for more people to host them.  I know they have official servers with high capacity already but why not utilise them fully?

  5. 17 hours ago, FunkyFr3sh said:

    There are already servers available all over the world so you don't necessarily need to host your own to play through a server. If you want to host a server anyways, check this: https://forums.cncnet.org/topic/6325-how-to-host-a-cncnet-server/

     

    Thanks, done and hosted one :)  

    Is there a list of all of these commands about?  Also I play Red Alert 1 and have read that it will use p2p by default.  Would there be a way in the future to have the ability to select a custom server?  Nearly every Red Alert game I play seems to use p2p which 6 time out of 10 lags.  Also thanks for nop2p command!

×
×
  • Create New...