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New pre-cncnet5 Red Alert 1 Online Lobby


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#1 FunkyFr3sh

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Posted Wednesday, 27 March 2013 - 08:12 PM

To play in the new game lobby (Red Alert 1/Tiberian Dawn) download the following file and copy it into your game folder: cncnet5.exe (it will -NOT- modify any of your existing files and the old online lobby will keep working too)

If you don't have the game installed yet or you don't know where you installed it then please download one of the full game 1-click installers:

ra.png

td.png

Windows XP users need to have the .NET Framework 2.0 installed http://www.microsoft...ls.aspx?id=1639

Linux/Mac users need to have Winetricks dotnet20 installed http://appdb.winehq....ersion&iId=3754

Mono is NOT supported at the moment!

Edited by FunkyFr3sh, Wednesday, 20 November 2013 - 09:13 AM.

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#2 Bullet

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Posted Thursday, 28 March 2013 - 12:16 PM

Wow a Ready Button, finally the hoster cant start a game without the permission of the Joiners. In Red Alert mostly the Host starts the game instantly without asking anyone if they are happy with the game settings.

Suggestions: The AI Difficultys should not be named 1, 2, 3 it should be Easy, Normal, Hard and the colours should be actually visible colours like in Red Alert.


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#3 FunkyFr3sh

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Posted Thursday, 28 March 2013 - 03:23 PM

cool thanks, i just changed difficulties to Easy, Normal, Hard :)
I will take care of the color thing later cause i gotta redesign the userlist and stuff when the map preview and the option to choose starting locations will be added
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#4 r34ch

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Posted Thursday, 28 March 2013 - 07:11 PM

Does this require port forwarding to work properly?


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#5 Iran

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Posted Thursday, 28 March 2013 - 08:36 PM

Does this require port forwarding to work properly?

Nope.


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#6 FunkyFr3sh

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Posted Friday, 29 March 2013 - 01:06 PM

1vs1 works fine without the need to open ports, but for each player added the chance is getting lower that the game will start with closed ports. But its possible to change the port in the config :) Hifi wanted to create a dedicated server that allows playing bigger games with closed ports too (like cncnet4)
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#7 r34ch

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Posted Friday, 29 March 2013 - 02:31 PM

I've never bothered with RA1 online because of port forwarding and the fact I share a shoddy old router with a flat of people so I CBA messing it up for one game. IIRC someone mentioned the new CnCNet won't require port forwarding to work (i.e. minimal fuss).

 

 

for each player added the chance is getting lower that the game will start with closed ports. 

So what does this mean?


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#8 FunkyFr3sh

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Posted Friday, 29 March 2013 - 03:17 PM

yes, there is no need to forward ports with cncnet4 cause it already got a dedicated server that tunnels all data incase your port is closed :)

the new ra lobby doesnt have such a server yet, which means it might fail to connect with more than 2 players :)
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#9 FunkyFr3sh

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Posted Sunday, 31 March 2013 - 08:01 PM

New player list has been added :)

(using custom colors)

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  • ra1online.png

Edited by FunkyFr3sh, Sunday, 31 March 2013 - 08:01 PM.

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#10 FunkyFr3sh

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Posted Saturday, 20 April 2013 - 02:28 PM

Updates:
Iran added support for the cncnet5 spawner to his patch which made pre game alliances and choosing starting locations working
hifi created some tool to create map previews, 353 map previews are now included and working
ehy had some cool design ideas for the UI (red borders, new font, new layout)

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  • map-preview.png

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#11 r34ch

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Posted Sunday, 21 April 2013 - 02:50 PM

Sick.


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#12 EchoLocation

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Posted Tuesday, 23 April 2013 - 09:01 PM

This is ****ing awesome; no more joining rooms only to have the host click the button and start another 1v1 Russia vs Russia "Tank Rush" on A ****ing Path Beyond.

 

One thing though; does the AI Difficulty option really do anything? Everything else is fine, but I've tested every skill and each time the AI had much faster and stronger units than I had (like playing a Skirmish on Hard), which seems a bit broken.


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#13 Iran

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Posted Tuesday, 23 April 2013 - 10:59 PM

You can test it, modify spawn.xdp with a text editor and change the GroundSpeed value under [Easy] (ctrl+f "[Easy]"), to something real high then start a game and see if AI units move real fast when NOT playing under hard difficulty. If they move really fast there's something wrong.

 

Funky will try testing this issue this way once he has some time, he's been really busy and we just tested some spawn location issues he'll have to resolve with a bit of math and testing.


Edited by Iran, Tuesday, 23 April 2013 - 11:01 PM.

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#14 EchoLocation

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Posted Tuesday, 23 April 2013 - 11:16 PM

I changed GroundSpeed to 4.2 under [Easy], played on Easy, and...

 

...all the AI tanks zipped across the map and blasted my stuff into next week before I even had time to react!

 

EDIT:

Same result on Hard; it apparently ignores its own bracket and uses the settings as defined in Easy. Normal works as expected though.


Edited by EchoLocation, Tuesday, 23 April 2013 - 11:35 PM.

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#15 FunkyFr3sh

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Posted Wednesday, 24 April 2013 - 01:16 AM

hm thats strange, never tested the ai actually :D
thanks for testing!
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#16 EchoLocation

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Posted Wednesday, 24 April 2013 - 01:48 AM

No problem. I often fiddle with the settings to see if I can make the AI less retarded at times (not always successful in this regard!), and also enjoy the occasional mindless 50-unit comp-stomp. Imagine my surprise when the supposedly 'Easy' AI was making scrap metal out of my stuff in return for few losses!


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#17 FunkyFr3sh

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Posted Saturday, 27 April 2013 - 10:00 PM

Update:

It now also supports sounds, create a folder named "RA1O-Sounds" and place any of the following files inside of it:

Login.wav - Plays when the login button was clicked
Typing.wav - Plays when typing
Join.wav - Plays when someone joins the game lobby
Enter.wav - Plays when Enter key is pressed and the message has been send
Game.wav - Plays when someone forms a new game
Chat.wav - Plays on incoming chat messages
Part.wav - Plays when someone leaves the room
Kick.wav - Plays when someone got kicked
Button.wav - Plays when a button has been clicked
Disconnected.wav - Plays when the connection has been lost
Connected.wav - Plays when the connection is up
Error.wav - Plays when an error occurred

-
Full addons:
Tunngle sounds -> http://www.speedysha...nds-tunngle.zip
Red Alert 1 sounds (made by EchoLocation) -> http://www.speedysha...RA1O-Sounds.zip
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#18 FunkyFr3sh

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Posted Thursday, 2 May 2013 - 12:29 AM

it now also supports custom rules.ini/mods :) use your modded rules.ini and rename it to spawn.xdp or just modifiy spawn.xdp

Make sure everyone got the same rules.ini file, else you cant play in the same game!
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#19 FunkyFr3sh

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Posted Thursday, 2 May 2013 - 11:15 AM

Ok, i just added support for custom languages :) All strings will now be read from external files.. if someone likes to translate the client please download the attached files
English and German are already complete!

Attached Thumbnails

  • german.png

Attached Files


Edited by FunkyFr3sh, Friday, 3 May 2013 - 06:23 AM.

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#20 r34ch

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Posted Thursday, 2 May 2013 - 12:17 PM

New options? English Screenshot?


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