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Haze

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About Haze

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    Technician
  1. Found the solution from here: https://stackoverflow.com/questions/15619921/an-attempt-was-made-to-access-a-socket-in-a-way-forbidden-by-its-access-permissi Just change 3001 to 1233 Disable Hyper-V: dism.exe /Online /Disable-Feature:Microsoft-Hyper-V After the required restarts, reserve the port you want so Hyper-V doesn't reserve it back: netsh int ipv4 add excludedportrange protocol=tcp startport=1233 numberofports=1 Reenable Hyper-V: dism.exe /Online /Enable-Feature:Microsoft-Hyper-V /All
  2. Messed with the firewall, trying to open port 1233, still totally clueless, this happens sometimes and after several restarts it works. Does anyone have any clue?
  3. I have tested both, the one shown in reddit is more difficult, it also included several tweaks to the gameplay, rebalances which I found to have remove the "original" feel of the game. Buffs were made to many faction's unique units. I won't comment on whether it is fair or not as I am not an expert of the game. Sometimes units also behave weirdly, could be introduced so they hyperactively seek out enemies and engage automatically. CnCnet's with brutal AI turned on, is more predictable. The number of units the AI build is also much lesser.
  4. Whenever I try to host a game by clicking lan game and then clicking "create game", I get an instant crash with the following messages: Yuri's Revenge has crashed. Error message: "An attempt was made to access a socket in a way forbidden by its access permissions" "No connection could be made because the target machine actively refused it 127.0.0.1:1233" is this error related?
  5. Hi All, I would like to report an issue I encoutered with CnCnet client. Whenever I try to host a game by clicking lan game and then clicking create game, I get an instant crash with the following messages: Yuri's Revenge has crashed. Error message: "An attempt was made to access a socket in a way forbidden by its access permissions" "No connection could be made because the target machine actively refused it 127.0.0.1:1233" I have figured that this only happens on a machine with Hyper-V enabled, and I suspect it might be due to the virtual switch. So let's say I need to have the virtual switch still on, is there a quick fix for this? I do not understand networking sufficiently to fix this. Extracted from my client.log Message: An attempt was made to access a socket in a way forbidden by its access permissions 31.05. 13:05:39.822 Source: System 31.05. 13:05:39.826 TargetSite.Name: DoBind 31.05. 13:05:39.832 Stacktrace: at System.Net.Sockets.Socket.DoBind(EndPoint endPointSnapshot, SocketAddress socketAddress) at System.Net.Sockets.Socket.Bind(EndPoint localEP) at System.Net.Sockets.TcpListener.Start(Int32 backlog) at DTAClient.DXGUI.Multiplayer.GameLobby.LANGameLobby.ListenForClients() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() 31.05. 13:05:41.858 KABOOOOOOM!!! Info: 31.05. 13:05:41.858 Message: No connection could be made because the target machine actively refused it 127.0.0.1:1233 31.05. 13:05:41.866 Source: System 31.05. 13:05:41.866 TargetSite.Name: Connect 31.05. 13:05:41.877 Stacktrace: at System.Net.Sockets.TcpClient.Connect(String hostname, Int32 port) at DTAClient.DXGUI.Multiplayer.GameLobby.LANGameLobby.SetUp(Boolean isHost, IPEndPoint hostEndPoint, TcpClient client) at DTAClient.DXGUI.Multiplayer.LANLobby.GameCreationWindow_NewGame(Object sender, EventArgs e) at DTAClient.DXGUI.Multiplayer.LANGameCreationWindow.BtnNewGame_LeftClick(Object sender, EventArgs e) at Rampastring.XNAUI.XNAControls.XNAControl.OnLeftClick() at Rampastring.XNAUI.XNAControls.XNAButton.OnLeftClick() at Rampastring.XNAUI.XNAControls.XNAControl.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAButton.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAControl.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAPanel.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAControl.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAPanel.Update(GameTime gameTime) at ClientGUI.DarkeningPanel.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAControl.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAPanel.Update(GameTime gameTime) at DTAClient.DXGUI.Multiplayer.LANLobby.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAControl.Update(GameTime gameTime) at Rampastring.XNAUI.XNAControls.XNAPanel.Update(GameTime gameTime) at ClientGUI.DarkeningPanel.Update(GameTime gameTime) at Rampastring.XNAUI.WindowManager.Update(GameTime gameTime) at Microsoft.Xna.Framework.Game.<.cctor>b__19(IUpdateable updateable, GameTime gameTime) at Microsoft.Xna.Framework.Game.SortingFilteringCollection`1.ForEachFilteredItem[TUserData](Action`2 action, TUserData userData) at Microsoft.Xna.Framework.Game.Update(GameTime gameTime) at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) at Microsoft.Xna.Framework.Game.Tick() at MonoGame.Framework.WinFormsGameWindow.TickOnIdle(Object sender, EventArgs e) at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at MonoGame.Framework.WinFormsGameWindow.RunLoop() at MonoGame.Framework.WinFormsGamePlatform.RunLoop() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at DTAClient.Startup.Execute() at DTAClient.PreStartup.Initialize(StartupParams parameters) at DTAClient.Program.Main(String[] args)
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