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View Code? Open in Web Editor NEWThe official CnCNet Yuri's Revenge package for online.
Home Page: https://cncnet.org/yuris-revenge
License: GNU General Public License v3.0
The official CnCNet Yuri's Revenge package for online.
Home Page: https://cncnet.org/yuris-revenge
License: GNU General Public License v3.0
Change "Go to forums for support" to "Go to the CnCNet Discord - https://cncnet.org/discord"
Recently Release failed but was marked as success.
update-deploy #197
tar: Qt/liblcms2-2.dll: Wrote only 6656 of 10240 bytes
tar: Qt/Qt5Network.dll: Cannot write: No space left on device
When running on Wine in Linux, cncnet crashes, it seems to be due to playing the wma music file. Is there any way to just turn this off? I can't find a reference to where this is loaded. If I remove the file, it doesn't crash but it hangs instead.
I managed to get it working initially by copying "Allied Theme" as "Yuri Theme" but as soon as I updated from the installer's version to 6.5 in cncnet, this workaround didn't work any longer.
I've tried installing codecs, windows media player, wmfdist and various other packages but this wma file just causes the crash. Annoyingly it seems to be the only thing preventing cncnet working, I can live without the music if it's possible to turn it off.
I can't see any server or even created a server
Hello,
Today I noticed an issue where C&C net Yuri's revenge has been crashing mid-game. This happened to me once when I was playing with my son and two more times when I was playing by myself. I can't get through a game without it crashing. The first time I noticed the crash was in a multiplayer game, the second and third time it crashed were during a Skirmish.
I was wondering if you guys could look into this.
Here is the end of the client log, just before the crash:
21.10. 22:37:26.814 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:38:37.824 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:39:48.837 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:40:59.847 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:42:10.845 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:43:21.861 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:44:24.820 GameProcessLogic: Process exited.
21.10. 22:44:25.006 InitGraphicsMode: 1360x768
21.10. 22:44:25.019 GameProcessExited: Parsing statistics.
21.10. 22:44:25.020 Parsing game statistics.
21.10. 22:44:25.022 DTAStatisticsParser: Failed to read statistics: the log file does not exist.
21.10. 22:44:25.022 GameProcessExited: Adding match to statistics.
21.10. 22:44:25.024 Writing game info to statistics file.
21.10. 22:44:25.026 Finished writing statistics.
21.10. 22:44:25.051 Saved Games directory not found!
21.10. 22:44:32.869 Discord: Pipe Connection Failed. Could not connect to pipe #-1
21.10. 22:44:37.615 Exiting.
21.10. 22:44:37.615 Saving friend list.
21.10. 22:44:37.616 Saving ignore list.
21.10. 22:44:37.617 Saving recent list.
The full log is attached. I am running the latest version 8.18.1. The installed version on my PC is from Origin. Please let me know if you need any additional information.
Any help here would be great.
Thanks,
Jonathan L Clark
Need to make a few changes to the multiplayer ini files in preparation for the new localization changes to work in the client. The changes should be based on this:
Starkku/cncnet-client-mod-base@1cd5b43#diff-aa784609909b1f904118fdf011170c84a0d6605aaca02cdbe761738dd5bcb44d
I have this error when i'm trying to play with my particular friend through cncnet. How we can solve that problem?
I turn my game audio settings to about 30%*, but the CnCnet client doesn't respect that, so the menu is REALLY loud! But when I start playing the game it's perfect. It would be great if the client used the same settings so the volume change isn't so abrupt.
*The reason I don't just turn down my headphones to 30% is because my mic volume is tied to my audio volume, so if I lower my headphones to 30%, voice chat is also going to be 30% which means I won't be able to hear anyone. This explains why I need to use the game's audio settings instead.
We would like to see a "Random Allied/Soviet" Side in addition to the "Random" option under Side (Factions). This would allow players to get a random Soviet/Allied faction, as some times we'd like to play soviet & don't want to play Allied (& vice versa). This will also give a lot of variety to showmatches.
Examples have been attached (made by Polye). I believe he has been able to add a new house under GameOptions.ini to replicate this feature too.
Auto-Ready has a bug where when the game launches the player is still marked as ready. If the host returns from the game, all players are still "ready", he can then launch the game and players won't load as they are still in the previous game.
Idea is to disable 'ready' when player is in-game, and re-ready when player returns from game.
From Lud0wig
The Westwood map Circuit Board is missing from the YR client and some maps should be renamed.
это произошло после обновления
hello the game freezing at random intervals , my windows 10
19.12. 16:01:18.415 Logfile for Yuri's Revenge client
19.12. 16:01:18.415 Client version: 2.6.10.1
19.12. 16:01:18.415 Loading settings.
19.12. 16:01:18.430 Initializing updater.
19.12. 16:01:18.430 Operating system: Microsoft Windows NT 6.2.9200.0
19.12. 16:01:18.430 Selected OS profile: WIN810
19.12. 16:01:18.430 Attempting to delete temporary updater directory.
19.12. 16:01:18.493 Removing partial custom component downloads.
19.12. 16:01:18.493 Checking for the existence of FinalSun.ini.
19.12. 16:01:18.493 FinalSun.ini doesn't exist - writing default settings.
19.12. 16:01:18.493 An exception occured while checking the existence of FinalSun settings
19.12. 16:01:18.493 Writing installation path to the Windows registry.
19.12. 16:01:18.924 Initializing GameClass.
19.12. 16:01:19.076 KABOOOOOOM!!! Info:
19.12. 16:01:19.076 Message: Method not found: 'Void ClientGUI.XNAWindow..ctor(Rampastring.XNAUI.WindowManager)'.
19.12. 16:01:19.076 Source: DTAClient
19.12. 16:01:19.076 TargetSite.Name: .ctor
19.12. 16:01:19.079 Stacktrace: at DTAClient.DXGUI.Generic.LoadingScreen..ctor(WindowManager windowManager)
at DTAClient.DXGUI.GameClass.Initialize()
at Microsoft.Xna.Framework.Game.DoInitialize()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at DTAClient.Startup.Execute()
at DTAClient.PreStartup.Initialize(StartupParams parameters)
at DTAClient.Program.Main(String[] args)
Hi guys. I'm not a developer. Here are my ideas for the implementations of Clan Games in CnCNet.
Feel free to use these ideas fully, or only in part.
Thank you and good work!
CLAN LADDER
Logical ideas for the implementation of Clan Games.
We can divide Clan Games in two different kinds:
1) Clan Quickmatch:
There must be a new client, entirely, for Clan Quickmatch, just like there's a single Quickmatch client.
This way, players can play both Single and Clan QM, without negative interference between the two.
An other option, would be to add a "toggle" inside the current QM client, which switches from the two Quickmatch modes, however the separation between the two QMs, needs to be clear, a player also gets out of queue when switching.
There must be a clan-page on cncnet.org, just like there's a nickname page.
Players need to go that clan page, submit their desired nickname, and add a resquest to join that Clan.
(so far, players can have different nicknames for single QM and Clan QM).
In the beginning: a Cncnet.org Admin can add/confirm new clan members manually, based on the knowledge of the community.
In the future, we can allow a Clan leader/Vice leader, to have powers in that sense, and add/remove members from Cncnet.org clan-page.
Clan Quickmatch client:
When a player enters the Clan QM client, he's not in queue yet, and he will find a list of Clan Members who are "online", aka, also inside the client, like him.
You can not enter the queue, if you are not allied with a Clan member yet.
The player clicks on one of his online Clan Members, and clicks "Ally". The other player, receives a notification, and needs to accept the allying request.
At this point, they are both allied.
They will appear, in the online member list, as "Allied", thus no one else (from the same play Clan, of course) can ally with them.
(Another mode, where multiple Clan members enter queue, and the System allies you randomly with one of them, can also be implemented in the future).
At this point, they have to both enter the queue, to start matching up.
If your Clan member enters the queue, a label with "in queue" will appear next to his nickname. You have to enter the queue too, to start matching.
The System will match you up with the first team of Clan members, which are also allied and in queue (point filtration rules, may apply).
2) Clan Custom games:
this takes players in the normal Cncnet Custom Lobby
Considering you have already signed in, and joined a Clan, in Cncnet.org clan-page
On the main menu, where you can find "Play Online", "Skrimish", etc., you can find "Sign in as Clan Member".
This will allow to join the normal Cncnet client Lobby, but your nickname, will appear at the top of the Players's list (just as nicknames which start with "[", appear at the top), with a symbol which signifies that you are part of Clan (for example, a blue flag).
All Clan members must appear at the top, but members of the same Clan, must appear next to one another (different flag colours can be applied for the different Clan members, for example: blue for the first Clan which joins the lobby, Red for the second, Green for the third, etc., every day can be different), and friendly Clan members at the top (just like how Cncnet Friends appear at the top).
When you click "Create a game", there should be a toggle to turn "Clan game" on (this way players who have signed in as a Clan, can still play normal client games, if they wish, and the symbol of Clan player, may still appear next to their nickname, for beauty).
At this time, the room will be open, it will appear under the password-ed games, just above the locked game (so, it will be at the absolute bottom of open rooms).
Only players who have entered the Lobby as "Clan members" can join, and players of the same Clan will be allied, automatically
(you can always dis-ally manually).
A password can be added.
We can consider registering Custom Clan games, in an "FFG Clan ladder", where 3v3, and 4v4 are also possible.
https://forums.cncnet.org/topic/10107-a-new-bug-found-in-the-red-alert-2-mode/#comment-76191
I have posted this bug on cncnet forum long time ago. It has not been fixed yet. Please give it a fix, thanks!
Hi.
Firstly thank you for this project.
I tried to make Campaign button to show, and it was successfully. But I got another problem:
There are no campaigns available in the Campaign Selector interface. Here is a screenshot:
(This language is an incomplete Chinese version that I changed myself, don't worry about it.)
The way campaign mode works should work as in "red resurrection" or "mental omega" mods. There should be a list from which the missions can be selected. All RA2 and YR missions should be included.
On some of the maps added with 8.33, there is an issue when switching from a larger map to one of them as long as they are smaller.
Steps to reproduce:
[8] Floating Fortress
.[2] Equinox
[8] Floating Fortress
.Hi.
Firstly thank you for this project.
I have an idea. There should be campaign section in the menu. Because for campaign, exiting the client and opening the original game (ra2.exe or ra2md.exe) makes difficult. Therefore, the player should be able to enter the campaign mode from the cncnet client menu.
This feature should need following files in game directory (Original game cds contain these files) .They are cutscene files.
These files will be provided by the user. This way, only original game owners will be able to play the missions.
If user doesn't have these files, they should be copied to the game directory automatically by setup (firstly, setup will check these files) or manually by the user to play campaign mode. (browsing original game cd directory in both)
The way campaign mode works should work as in "red resurrection" or "mental omega" mods. There should be a list from which the missions can be selected. All RA2 and YR missions should be included.
I did a study on this and attached screenshots:
DTA Client Version has been updated to 2.10.3.0
YR's is 2.8.0.0
But Open Sourced version is 2.6.11.0.
Is the client source no longer open? :(
After I updated the latest version I unable to enter the match. it always crash or stuck during loading the match.
In skirmish mode the game always set by default in fastest mode.
Attempted to do the prompted upgrade from 7.7 to 8.1, and after downloading, received an error that a file already exists.
Workaround: Reinstall Client and Update from base to 8.1
Reported by Lud0wig
Turns out that the answer to my question is nothing. Nothing happens with the old binaries, you can have any file in any of these > directories and it won't get deleted
Some people have really old installations (late 2020 kind of old) and at one point there was an Rampastring.Tools.dll assembly in Resources\Binaries\Windows which is unused (the client loads Rampastring.Tools.dll from Resources\Binaries instead). The problem is that this assembly never gets updated
If these people with old installations tried to run the client via dotnet .\Resources\Binaries\Windows\clientdx.dll after they updated to 9.0, it will fail with the following error:
Unhandled exception. System.IO.FileLoadException: Could not load file or assembly 'Rampastring.Tools, Version=2.0.4.0, Culture=neutral, PublicKeyToken=null'. Could not find or load a specific file. (0x80131621)
File name: 'Rampastring.Tools, Version=2.0.4.0, Culture=neutral, PublicKeyToken=null'
---> System.IO.FileLoadException: Could not load file or assembly 'Rampastring.Tools, Version=2.0.4.0, Culture=neutral, PublicKeyToken=null'.
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at DTAClient.Program.DefaultAssemblyLoadContextOnResolving(AssemblyLoadContext assemblyLoadContext, AssemblyName assemblyName) in D:\a\xna-cncnet-client\xna-cncnet-client\DXMainClient\Program.cs:line 129
at System.Runtime.Loader.AssemblyLoadContext.GetFirstResolvedAssemblyFromResolvingEvent(AssemblyName assemblyName)
at System.Runtime.Loader.AssemblyLoadContext.ResolveUsingEvent(AssemblyName assemblyName)
at System.Runtime.Loader.AssemblyLoadContext.ResolveUsingResolvingEvent(IntPtr gchManagedAssemblyLoadContext, AssemblyName assemblyName)
at DTAClient.PreStartup.Initialize(StartupParams parameters)
at DTAClient.Program.Main(String[] args) in D:\a\xna-cncnet-client\xna-cncnet-client\DXMainClient\Program.cs:line 111
That's why if they double click CnCNetYRLauncher.exe it doesn't run
And fixing this is as simple as deleting Rampastring.Tools.dll from Resources\Binaries\Windows
This will allow the DirectX client to run and finish the update
Task:
Compare of 8.32 to 9.0 and see what binaries need to be added to the updater (delete files section)
After the last 3 or 5 updates, I am no longer able to save a skirmish game.
The error message returned is "Error saving mission!".
In the past, I used to be able to save a skirmish game using cncnet client launcher and load it using the origin launcher.
I am sorry but I did not play for a while so I am not sure on wich version this worked.
I am currently on the last version, 8.27.
If there is any information I can provide to debug this please let me know.
Thank you,
Tiberiu
Hi,
In the new client 8.13.1. when selecting the Fastest (60 fps) gamespeed it is too fast now. Earlier I played on 60 fps just fine (8.12) but now it is unplayable. 45 fps is fine, but still too slow compared to the gamespeed of 60 fps I liked from 8.12. Is this a known issue?
If I remember correctly, in 8.12, there was next to 60 fps also one faster option.
Edit: checked in 8.12, this is the game speed selection there:
I cant host a game and even if my friend tries to host the game as well only one of us load in and the other does not load in at all. Then one of us will load into the map and the other will be left at the lobby screen.
The new status indicators are aligned against the far left edge and thus are covered up a bit by the parent box.
Turn on Red Alert 2 mode and you'll notice that AI doesn't build base defences like Pillbox or Sentry gun at all.
On this map, you're able to select position 9 which will crash a multiplayer lobby.
Fastest 60 FPS is actually unlimited/uncapped FPS.
Previously under game speed there was an "unlimited option" where the game would run at a superfast uncapped speed. That option is gone and 60 fps is the highest/fastest option, however the game runs faster than 60 fps. It looks like its running uncapped.
Currently im playing at 45fps which is okay, but is notably slower than 60. So im guessing the 45fps option is running as it should.
60fps is broken.
Hello,
Me and my friend used to play in LAN parties with infinite money.
Trainers don't work anymore.
Why?
The base yuri exe and dlls changed version with this thing?
Test and remove redundant QT dll's from package. QM Binary should now work standalone
I have a suggestion, in the lobby you could include the options "random allies" and "random soviets".
In addition, the host of the game should be able to choose which factions the other players can select, since I have seen that in many games it is requested: NO FRANCE, NO YURI or NO RUSH.
cncnet-yr-client-package/INI/MPMaps.ini
Line 3097 in 92f52d2
Since updating to 8.20.0, I have been unable to get a skirmish game to launch. When I click on the Launch Game button, the screen disappears for a second (like it does when it is opening the game) and then I am back at the game setup screen.
hi,I can't start the game, there is a “gethostbyname error 11001” in the error log,Is there any good solution?
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