Commander of Nod's northern forces, programmer, game designer and a lunatic-level crazy backup dancer who enjoys swimming in the cherry blossom -colored sea. Creator of the CnCNet client that is used by almost every active Tiberian Sun and Red Alert 2 mod. Co-leader of Dawn of the Tiberium Age and Twisted Insurrection. Author of most of DTA's maps and missions as well as the lovely AI. Enjoys all cute things and large groups of enemy units to wipe out. !!! If you need help with a certain mod that uses the CnCNet client, contact the authors of that mod. Don't ask for help in my personal profile. Other comments about anything else than support requests are welcome.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Btw, could you provide me a log file (client.log) of the crash? The client saves error logs in the \Client\ErrorLogs\ directory inside your DTA dir.

I'm considering implementing a check for this specific crash (DXGI_ERROR_DEVICE_REMOVED) so that when it happens, the client will ask the user if they'd want to try the XNA version instead on next startup.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

I know. Hence why we have the XNA version and still support even Windows XP even though it prevents me from using newer .NET Framework versions than 4.0.

Going by specs the Intel HD 3000 should be able to run the client, but I'd guess there's some kind of driver issue that makes it crash with the latest version of MonoGame.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Despite that the game itself is old, the client is not.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

We used to have a phase transport for the Allies but we found that it was technologically clashing with Nod and what's worse, it was OP when paired with Tanya's C4. If the enemy happened to lack a sensor array you could blow up a building with Tanya, run back into the invisible APC, drive next to another building, blow that up and then run back to APC and so on until you had taken out everything critical.

While Nod stealth APC attacks also tend to be game-deciding, they don't have a C4 unit and so you have a chance to prevent your base getting destroyed even if you lacked a MSA.

As for naval vehicle transports, we'd add them but unfortunately the TS engine doesn't support them.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

What is your graphics card?

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Rampastring
Rampastring @ Dawn of the Tiberium Age

It's intentional for gameplay / balance reasons as the dog works as the main early scout unit for the Soviets. Due to its low HP it'd die instantly when walking on a piece of tiberium, which naturally hurt its usefulness in scouting.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

I at least find it much quicker to understand / and \ instead of Vertical and Horizontal.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

The helicopters don't have rotors because of Tiberian Sun engine limitations.

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Rampastring
Rampastring @ Tiberian Sun Client

IIRC it should be able to read nested MIX files. I'm not very familiar with the details on changes to MIX file reading though as while I made the client, the file structure modifications were made by Bittah_Commander. You could ask him.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Yes, it's not really a "regular" co-op mission but more like a challenge map; it's just a normal 4v4 comp-stomp multiplayer match but with the map layout specifically designed for coop.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Both sound like rare game engine bugs that we most likely couldn't solve.

For the repair facility, did you try moving the Termite out of the repair facility and then back?

The harvester animation would've likely fixed itself had you moved the camera away from the scene and then back.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Regarding the game itself, I'm cautiously optimistic. Neither EA nor Petroglyph are exactly known for making great RTS games, but it looks like they're really trying.

If the game is a success, I'll happily play it. It will also get more people interested in C&C again, which is an opportunity for DTA. (People who play C&C are more likely to be interested in trying out DTA than people who are unfamiliar with C&C). In the best possible outcome the remaster will bring in a whole new generation of C&C fans, which would also mean a much bigger "target market" for DTA.

On the other hand, if the remaster flops, it's likely the final nail in C&C's coffin. It's very unlikely that EA would ever try resurrecting it again after three failed attempts in a row (C&C4;, Generals 2 and then this remaster).

In other words, the remaster will define the future of C&C. I hope it'll turn out great.

---

Some people might also see the remaster as competition to DTA, and while that is kind of true, I'm not worried. While a succesful remaster would drain interest from DTA for a while, the C&C community could grow a lot from new members which would make DTA's player numbers higher in the long run. DTA also has enough unique and very high-quality content (mix of factions with improvements, unique terrain, high-quality and diverse multiplayer maps, singleplayer missions and co-op missions) that DTA will always offer something that the remaster won't.

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Rampastring
Rampastring @ Multiple Factory Bonus

Short answer: no, but I figured including the rates for 6 factories is enough for the image.

Long answer: depends on what you're building. There's a global "minimum build time" in the game that applies to every object regardless of its cost and your number of factories. Cheaper objects reach that minimum build time faster and as such get capped with fewer factories. For many (most? any?) objects it doesn't matter whether you have 10 or 20 factories. Some things most likely already cap at 6 factories, but I'm not exactly sure which ones. As an educated guess, most infantry and cheap vehicles such as buggies and humm-vees might already get capped, or near-capped.

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Rampastring
Rampastring @ The Second Tiberium War

Deleting the "Client" folder won't help with black screens, it just stores log files, match statistics, your CnCNet friend and ignore lists and skirmish settings as well as a cache of the CnCNet tunnel list. Nothing rendering-related there.

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.173

We found it overpowered in its original form in 1.16's release, but cutting its ROF to one-fourth in version 1.172 was indeed just way too much. We're still not completely certain if it's perfectly balanced right now, but at least the situation is better than before.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

One thing about the MiG and Yak: the Yak isn't just a cheap MiG alternative. Instead they're effective against different kinds of targets. The Yak works well against infantry, light vehicles and large wood-armored buildings (refineries, conyards, war factories etc.). The MiG instead is best used against heavily armored tanks and buildings such as base defenses, and also fast targets due to its high speed.

If you just want to destroy large, critical base structures, Yaks are actually more cost-effective for the job than MiGs.

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Rampastring
Rampastring @ Christmas Tree

I guess you could still happily decorate bases together.

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.170

Glad to hear that you enjoy our mod :)

We've considered re-making the classic campaigns in the past, but we unfortunately just don't have enough singleplayer mappers for it; remaking all the missions at our current development pace would take multiple years.

There's also that I personally (as DTA's most active mapper) prefer creating our own original and unique missions over re-making Westwood's missions. Designing and creating our own missions is more interesting as it gives a lot more artistic freedom than re-making WW missions. New content also makes DTA more interesting as a mod, since people have already played the classic campaigns and if they want to play them again, the original games are always there, while DTA's unique missions offer people something new to experience. So, this combined with the lack of manpower in our staff unfortunately means that the campaigns likely won't be re-made anytime soon, if ever.

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Rampastring
Rampastring @ Gold Rush

You can download the mod from Moddb.com

There is no official download for the map, it will be included in a patch later on.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Usually one of the TS-DDRAW variants. Try the OGL TS-DDRAW first, then if you get issues try the GDI version instead.

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Rampastring
Rampastring @ Rampastring

As it says in my profile description at the top:

"!!! If you need help with a certain mod that uses the CnCNet client, contact the authors of that mod. Don't ask for help in my personal profile."

There's tons of mods that use the client. I only develop Dawn of the Tiberium Age, I can't help with other mods.

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Rampastring
Rampastring @ Rampastring

No proper documentation for the client really exists as it's a small-scale project with a small team that is under constant development. Things have been documented before, but the documentation has always got outdated fairly soon.

It's easiest if you just look at how all the different games using it (DTA, TI, MO, CnCNet YR for "official" examples) are set up and mimic their folder and file structure.

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Rampastring
Rampastring @ Dawn of the Tiberium Age

Unfortunately the key combination for Attack Move is hardcoded to be CTRL+ALT. (As far as I know, anyway)

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.169

You just un-zip the downloaded .ZIP package and run DTA.exe, and start playing.

If you don't know how to un-zip the package and want an automatic shortcut on your desktop, you can use the installer instead: Moddb.com

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Rampastring
Rampastring @ Tiberian Sun Client

Not exactly. The CnCNet Yuri's Revenge client provides a fairly similar experience for Skirmish, but it doesn't support the singleplayer campaigns, nor does it have extras like the map editor. If you're interested in it anyway, you can download it from Cncnet.org

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Rampastring
Rampastring @ Rampastring

The client originally prevented you from starting a game when someone had different files. But the CnCNet YR community didn't like it and wanted it to just warn instead.

Mod developers can already decide which files the client checks in both the main directory and sub-directories.

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.169

Reproduce the issue and don't start DTA afterwards.

Then, go to your DTA directory, and from there find the "client.log" file from the "Client" sub-directory. Upload that client.log file to a site like Pastebin.com and link it to me.

Are you able to play Skirmish? Does it only crash when you try to start missions?

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.169

Right now it looks like it'd be too much work for our relatively small staff. It'd also be hard to re-create a few parts of some RA missions (particularly ones dealing with the Iron Curtain and Chronosphere), although otherwise we would of course greatly improve upon the original missions.

Also, while some of our mappers like re-creating missions, others (like myself) prefer creating entirely new, original and unique-to-DTA missions, like our current campaigns.

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.169

It's not planned, and would also be hard to do with the TS engine.

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Rampastring
Rampastring @ Dawn of the Tiberium Age v1.169

It's most likely a graphics driver issue. You can give a try to an alternative client version though:

1) Install DTA by downloading and unzipping this ZIP package.

2) Install Microsoft XNA Framework 4.0 Refresh Redist from Microsoft.com

3) Go to the directory where you installed DTA, then go to the "Resources" sub-directory, and from there run "clientxna.exe".

Does the game work then?

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