Trying to reinstall Gruntmods Dune 2000 on Windows 10, which I think I deleted instead of properly uninstalling it, but I can't make the executable install it because it thinks I still have the game installed. If I go to uninstall it through System settings then it says it's installed, but because it can't find the uninstaller it won't try to uninstall it. Is there any way around this?
Command & Conquer 1, Red Alert, Tiberian Sun, Dune 2000 (+ Mods)
Linux (Ubuntu) example:
sudo apt-get install libmono-system-core4.0-cil mono-runtime wget http://downloads.cncnet.org/cncnet-server.exe nohup mono cncnet-server.exe --name "My cool server" --maxclients 200 --port 50001 > cncnet-server.log &
Server doesn't work? Get the latest mono version:
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 &
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.
crontab -e @reboot nohup mono ~/cncnet-server.exe --name "My cool server" --maxclients 100 --port 50001 > ~/cncnet-server.log &
The servers will not show up instantly on the website, it can take up to 30 minutes
Hello admins, My Problem is Centered Around Networking...
I have one computer that is "split" into two separate computers by using Softxpand, a multiseat gaming software:
Youtube "demonstration" video:
I am trying to play by LAN server.
Using station #1, CnCnet starts the lan server using the internal ip address 127.0.0.1 and hosts a game...
On station #2 CnCnet starts up the LAN lobby but doesn't startup the lanserver program because it is already running elsewhere on the computer (station #1).
Station #2 can see and join station #1's game in the lobbie, but gets kicked due to connection error...
Somehow cncnet must be able to host and join on a multiseat computer setup...Perhaps:
.Fix cncnet and using ip address 127.0.0.1
.edit the values in the cncnetlanserver.exe config file
.make an update for cncnet in make it compatible with multiseat software
Thank you Sirs,
Current version: 1.10.6 (2017/09/27 10:15)
The project is built on the .Net framework v3.5
Its code is licensed under the WTFPL.
Source code: (C#)
Full list of supported types / games:
Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this)
BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3:
The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4:
Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood)
Original first post:
As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now.
So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too.
Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file.
Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls.
Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that
I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable.
Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette.
It took a few tries to get it right.
But, finally, I managed to get a saved file!
No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally
Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result!
It's starting to look good, no?
At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor.
It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is:
Westwood Font Editor v0.4
The source code is in the folder too, for those who are interested.
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