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  1. ORA-sabs

    Can't Update

    I lost connection while in game lobby and tried to relaunch CnC but it would not download the update. It gave me option to run older version, but people are unable to connect to me, I am unable to see maps, gives me errors for that, and it shows N/A for me and beside everyone's names. I tried deleting everything and reinstalling and it did not help. It's not the internet or firewall. What do I do?
  2. today we've played with friends (3 clients) from 1 ip. but now we can"t connect (6 clients from 1 ip). why? how we can fix it? error closing line (g-lined)
  3. Im trying to run Red Alert 2 Omega mod but I get this error message. Can anyone help me, please?
  4. Let's build a structure, that spawns a soldier every time when a shot is fired on! That can be used as hostile base-defense in missions or a neutral building in multiplayer games. That's actually a funny and entertaining element in a map. Choose a building with weaker armor, otherwise there could be a huge flood of infantry, which slows down online games. 1. Place the building where you like to have it. Place 2 waypoints: WP1 beneath the building, WP2 next to it. 2. Now create a teamtype: Create a taskforce: 1 E1 (or something else, but but only 1 infantrist!), create a script (1. move to WP2, 2. area guard: few seconds, 3. attack anything) and a teamtype. Set WP1 as Waypoint for the team. Make sure team owner and building owner are identical (or at least allied with each other). 3. Create a trigger: Set in RA1: Existence - constant, in TS/RA2: Type 2 - Repeating. Event: Attacked by anybody/any house. Action: RA1: Reinforce team - Our teamtype. RA2/TS: 80 - Reinforce at Waypoint - Our Teamtype / WP1. 4. Double-click on your building and attach trigger. If the building is destroyed, the trigger automatically will die too. Now with every shot of my hovercraft there is one trooper coming out of the lighthouse!
  5. TBE-LEB

    CONNECTION / LAG

    HI, I am facing lag during the game, it starts slow at beginning than it gets better, I have contacted my ISP, and confirmed that there is no issue with my connection speed, and they said it is with the server, I have 50mbps internet, everything else I use, ex. youtube or any other games, it runs perfectly and no lag / no buffer. The only issue is when I only play RA, wondering if someone can help me solve this issue, or if someone faced similar case. Thanks Leb
  6. I changed the terrain properties of [Water] in the rules.ini so vehicles could drive on land and water. A tank should move on water now ... but at the moment that vehicle leaves the shore to open water it just explodes. Telling infantry to go over water that way (Jesus style) is possible that way. But to make infantry move on water is more challenging. For a single map just added to the game, it is probably not possible, sadly. But you can create amphibious tanks by further modding of theatre files. X3M gave me the idea. So it seems to be hardcoded to vehicles to explode on TerrainTypes of [Water], but not to [Beach]. So if I set the water tiles to be Beach by RTMtype and make the [beach] entry of rules.ini moveable to both ships and units, so the tanks won't explode enymore if entering the modified water. There are two types of terrestrial driving vehicles: Tracked and Wheeled. There are only two wheeled vehicles in RA: The Jeep and the (Neutral) Truck. So we can transform wheeled into amphibious! 1. Extract Water tiles W1 and W2 from your theater file, e.g. snow.mix, by XCC Mixer. 2. Download Nyerguds' RMTtype and set the TerrainType of all cells of W1 and W2 to beach. How to do this, take a look into the manual of RTMType. 3. Put modified W1 and W2 back to your theater by XCC Mix editor. 4. Open a map. Now it's time to do some .ini editing: [Beach] Foot=0% Track=0% Wheel=100% Float=100% Buildable=no Now set Tracked=no if you want a specific vehicle type should drive over water, =yes if not. Note that now all beach tiles (SH01 - SH44) are impassable for tracked vehicles, but passable for ships. For aesthetic reasons, it is recommend to change the terrain properties of all beach tiles to [Rough] or [Clear].
  7. Tengo un problema con el juego... En modo online no me aparece el menú de construcción (creación) solo en el multijugador. En los demás me anda perfecto...
  8. We added new downloads for Fedora and openSUSE today, please leave feedback in this thread. The RPM Packages were tested on Fedora and openSUSE only, but you might be able to install them on other distros too. CnCNet package for Tiberian Dawn, Red Alert and Tiberian Sun https://downloads.cncnet.org/cncnet-1.0-2.noarch.rpm Installation on Fedora 25 (64 bit) https://www.youtube.com/watch?v=sMNXSwlpy0c Installation on openSUSE Tumbleweed (64 bit) https://www.youtube.com/watch?v=Qm_FowK2sNQ Downloads for Windows, macOS, Ubuntu and Mint can be found on our download page https://cncnet.org/download
  9. Registering Your Gamesurge Account on CnCNet NOTE: At this moment, this does NOT work on the Yuri's Revenge client. Registering your account on CnCNet is a very simple process, and is recommended. One of the main reasons we recommend registering is that you'll be able to combat potential impersonators. An impersonator is a person who pretends to be someone else for entertainment or fraud. You'll also be able to have awards tied to your account such as the Gold Medal. Registering is very easy, so here's where we'll begin. Our client is tied with our partners over at GameSurge. 1. Go to: https://gamesurge.net/createaccount/ 2. Enter your information here. Your account name is the name that will be displayed when other players perform a whois on you. Your account name will NOT become your display name. 3. Login to your email. Check your junk folder as well, as sometimes your email will put GameSurge's email into the junk folder. The email should arrive in a timely manner, it should not take more than 30 minutes. The instructions are also posted in the email. 4. Start a private message with a bot, or an admin. Enter the command in the chat window. This can also be performed in the lobby as well. I do not recommend doing this as if you mess up, your information will be plastered all over the lobby. I have seen this happen. The command is: /authserv auth <account> <temporary password> Your temporary password is the password located in the email you received from GameSurge. 5. You will receive a notification from AuthServ stating that your information has been accepted. You are now logged into your account. Changing Your Password 1. Start a private message with a bot, or an admin. Enter the command in the chat window. You can also enter the command in the lobby. The command is: /authserv pass <old password> <new password> 2. You will receive a notification from AuthServ in the lobby stating that your password has been successfully changed. NOTE: If you've pasted your account information in the lobby, change your password immediately! Logging Into Your Account 1. Start a private message with a bot, or an admin. Enter the command in the chat window. You can also enter the command in the lobby. The command is: /authserv auth <account> <password> 2. You will receive a notification from AuthServ in the lobby stating that you've been recognized. You are now logged into your account. When clicking onto a user, you'll receive information about this user. If this user has logged into their account, you will see a (No Fake) title applied to their name and the account they're logged into. If you have any questions or are unsure on what to do, post a reply below!
  10. Command & Conquer 1, Red Alert, Tiberian Sun, Dune 2000 (+ Mods) Linux x64 example: wget -c https://downloads.cncnet.org/cncnet-server-core.tgz -O - | tar -xz nohup ./cncnet-server-core --name "My cool server" --maxclients 200 --port 50001 > cncnet-server-core.log 2>&1 & Linux ARM Windows: On XP, Vista and 7 make sure .NET 4.0 is installed: https://www.microsoft.com/en-US/download/details.aspx?id=17113 Download the server and start it: http://downloads.cncnet.org/cncnet-server-gui.exe Note: Servers are chosen automatically by CnCNet and are only used in case 2 players fail to establish a Peer-To-Peer connection. Yuris Revenge (+ Mods) Linux (Ubuntu) example: sudo apt-get install default-jre wget http://downloads.cncnet.org/cncnet-tunnel.exe nohup java -jar cncnet-tunnel.exe -name "My cool server" -maxclients 200 -port 50000 -headless > cncnet-tunnel.log & Windows: Download the server and start it: http://downloads.cncnet.org/cncnet-tunnel.exe Note: To use a specific server you'll have to select it via the advanced settings while hosting a game room. Linux autostart crontab -e @reboot nohup ~/cncnet-server-core --name "My cool server" --maxclients 200 --port 50001 > ~/cncnet-server-core.log & The servers will not show up instantly on the website, it can take up to 30 minutes
  11. To play in the new game lobby download the following file and copy it into your game folder: cncnet5.exe If you don't have the game installed yet or you don't know where you installed it then please download one of the following mini Multi-Player installers: Preview:
  12. We had to reset all gold medals and all players need to win the challenge again for the following reasons: 1. There have been multiple cheat versions of the Gold Medal Challenge found 2. Some players tried to offer other gold medal winners money to buy the medal 3. A lof of the gold medal winners did not read the rules All players that have been watched by me will keep their gold medal New Rules: 1. Settings Must be: color "Yellow", country "Germany", TechLevel "10", Credits "10000", UnitCount "0", Speed "7" 2. Add one AI player to ensure the game end trigger will fire up 3. You must defeat all enemy tanks before the time runs out 4. You have to win it using hotkeys like in this video (ctrl shift etc..), stacking/fooling the ai will not count as a win 5. Your screen resolution must be 1280x width or below (higher resolutions are not allowed cause you could win the map without hotkeys) 6. 2 other players must watch you playing the map. Those players can be either other Gold Medal winners, CnCNet Moderators or Herm. Both of them can be in the same game or you can also play 2 separate games with each of them. 7. The spectator must host the game room and not the player. This way the player cannot change the gamespeed during the game 8. Play fair, don't try to cheat in any way 9. The game must run at an acceptable speed, laggy games don't count - If you won the gold medal and you are going to watch another player then please make sure all settings are correct. After the game you must check the resolution of the player in the score screen to ensure he did not use a too high resolution. When the ready button was clicked there should be no Cheat warning, if you found a fake gold medal map which shows a Cheat warning then please report it to the moderators! Use the map search to find the Gold Medal Map, the name is "Gold Medal challenge! Are you the master of Q?" http://www.youtube.com/watch?v=3FcKV7JEQMk
  13. It is possible to convert SHP graphics as one big PNG rather than as separate frames, but XCC Mixer only offers this option for the Tiberian Sun SHP type. Also, converting it back is very unintuitive; you need to go to [Clipboard] -> [Copy] on the edited PNG, then use [Clipboard] -> [Paste as SHP (TS)], and then give the frame dimensions and the number of frames. Using single-PNG conversion for the C&C1/RA1 type is possible, by converting to TS type, but as you can imagine, it's kinda complex. Since it's still useful in some situations, though, and since conversion between SHP types can very easily go very wrong, I made a tutorial on how exactly to pull it off. Here are the steps to do that: Start XCC Mixer (duh ) in Administrator mode (always :O) In the [Conversion] menu, disable ALL the options except "Split shadows". Under [View] -> [Palet], disable "Use for conversion". (This shouldn't affect it, but it seems to actually mess up the conversion, so disable it) Select the SHP file, and use ctrl+p to select its correct palette. Right click on the file, and select Copy as SHP (TS). The resulting file will seem to have twice as many frames since it split off the shadow frames. Don't mind that. (If you don't know where the file ends up... see this image) In the [Conversion] menu, disable "Split shadows", and enable "Combine shadows" Right-click on the TS SHP, and select "Copy as PNG (single)" That's it. Now you got your frames as single PNG. If this is for conversion from RA <-> C&C1, you just need to use MS Paint or something to save that file as high-colour PNG. If this is for more serious modding, this is the part where your magic happens. Happy editing Now, to convert back: In the [Conversion] menu, disable all options. If you saved in high colour, use ctrl+p to select the palette to convert to, and enable the [View] -> [Palet] -> [use for conversion] option. It's strongly advised to use the Purple Palettes when doing that. Right-click the PNG, and select [Clipboard] -> [Copy] Right-click in the folder where you want to dump the intermediary TS SHP file, and select [Clipboard] -> [Paste as SHP (TS)], and select where you want the file, what to call it, and then give the frame number and frame dimensions of the original C&C1/RA1 SHP. In the [Conversion] menu, make sure "Split shadows" is disabled, and "Combine shadows" is enabled. Now, right-click on the TS SHP you created, and select "Copy As PNG". This will produce a normal series of SHP frames. Right-click on the first of the SHP frames, and select "Copy As SHP", and you will finally have your C&C1/RA1 type SHP back. So as you see, it's quite some work, but in certain situations, like editing infantry, or converting normal 32- or 64-frame units between games, it definitely beats going over the unit frame by frame.
  14. Nowadays, it seems that the very concept of paletted graphics doesn't get much attention in image editors anymore. In fact, many people don't even grasp the concept of colour palettes anymore. So I've decided to write a tutorial explaining what paletted graphics are in general, how they work in the Command & Conquer games, and how to edit them with Gimp. Gimp is probably not the ideal image editor to use for paletted graphics, but it does, in fact, support them (unlike programs like MS Paint), and it's free. It has its drawbacks, though. The relevant options are not always easy to find, and its brush tools have ridiculously large default sizes for pixel editing work, which are always reset on restart of the program. Paletted graphics Right. First of all, what are paletted graphics? I'm not really an expert on the history behind it all, but basically, they are a way to save memory. In a normal, full-colour image, each pixel is assigned a colour. Such a colour is a triplet of bytes, each byte being one colour component. The three are Red, Green, and Blue. This means that each pixel on an image would take up three bytes. On modern image formats, a fourth is assigned for transparency, but that's irrelevant in C&C graphics, so we won't discuss that here. Paletted graphics, in contrast, use only one byte per pixel (or less, but we'll stick to C&C's 8-bit-per-pixel images here for now). A paletted image's file header contains a list of 256 colour triplets which define all colours that will be used on the image. Once you got that palette, each actual pixel on the image simply needs to refer to a colour index on that palette; a number from 0 to 255, a value which fits inside a single byte. So at the extra cost of adding the palette in advance, the actual image can be a lot smaller in file size. There's some historical reasons for this in the way graphics cards handle graphics using palettes, but since I don't really know the specifics of that, let's not go deeper into that. Instead, let's look at a very peculiar kind of paletted image formats: game sprites. What's so odd about game sprites, like the C&C SHP format, is that they are paletted images without colours saved inside them. Instead, they will use whatever colours the game (or an external viewing tool, like XCC Mixer) gives it. This explains why C&C1 graphics will work perfectly fine in RA1, but will look all messed up: the file format is the same, but the C&C graphics were made for a different palette, meaning the palette indices on these graphics are all wrong in RA1's colour palette. So, you may wonder, why did Westwood not simply include the palette? There are two reasons for that. The first: in C&C1 and RA1, the entire screen, at any given time, contains only a single palette. The game itself can only show graphics of one single 256-colour palette at the same time. The second: Command & Conquer 1 uses the same unit and structure graphics for all theaters, while Desert theater has a different palette than Temperate/Winter. How is this done? Simple, actually: the palettes have parts that are different, and parts that are the same. The units, structures and general game UI are made so they ONLY use the palette indices on which the colours remain the same between all theaters. In Tiberian Sun and Red Alert 2, they decided to keep the same 256-colour formats because of the ease of remapping the house colours on 256-colour graphics. The games themselves, though, are high colour, and can handle showing several colour paletted graphics with different palettes at the same time. I hope this gives some insight into the game's graphics formats. Usage in Gimp (everything here was tested on Gimp 2.8.0) From what I've seen, Gimp does not have any feature to import or export colour palettes in specific palette file formats. However, like any image editor that supports colour palettes, it can simply get the palette from the image itself. First of all, to see the palette in a 256-colour image in Gimp, go to [Windows] -> [Dockable Dialogs] -> [Colormap]. This will give you a dialog on which you can see the current image's palette at all times. You can click on the colours in this colour map dialog to easily select them for editing. Another handy feature for pixel work is to enable the grid in Gimp. You can find it under [View] -> [show Grid]. So, what we need to do to get the palettes into Gimp is simply convering some SHP file to PNG with XCC Mixer, with the palette we need, and then opening that in Gimp to get the palette out. For completeness' sake, I'll go over the steps including XCC Mixer: In XCC Mixer, press ctrl+p, and select the palette you want to import into Gimp. Right-click on any SHP file you want, and press [Copy As PNG]. If the conversion created multiple PNG images, delete all but one of them. It doesn't matter at all what is on the image; only the palette saved in its file header is important. Open the remaining single image in Gimp. In Gimp, go to [Windows] -> [Dockable Dialogs] -> [palettes]. This will give you the list of Gimp's internal colour palettes. In that list, right click and select [import Palette]. It will open the "Import Palette" dialog. On the dialog, change the radio button for the source selection to "Image", and select the image you opened as source to take the palette from. At the bottom of the dialog, give the palette a name (easiest would be to use the same name as the one in XCC Mixer) and press [import]. The palette will now show up in Gimp's palettes list. So, what can we do with these imported palettes? One of the uses is the palette conversion I covered in my other tutorial. Here's how to do that conversion in Gimp: Open the image in Gimp. Go to [image] -> [Mode]. You'll see the mode is either [RGB] or [indexed]. If it is already Indexed, change it to RGB. Go to [image] -> [Mode] again, and now select [indexed]. A colour conversion dialog will appear. In the dialog, select "use custom palette", select one of the palettes you imported before, UNCHECK "remove unused colours", set Dithering to 'None', and click [Convert]. That's it. Export the image as png or something again, and you're done. Another possibility is to change an image's palette without adapting the graphics to the new palette. This is handy if you have graphics converted with the standard yellow remap, but you want to change them to the purple palettes as remap for editing. To do such a palette replacement: Go to [Colors] -> [Map] -> [set Color Map]. Click the palette button, select the new palette, and press [Close] Press [OK]. That's it! You should now see the image adapt its colours to the new palette.
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