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DTA's CnCNet v5 support
Moderators: Dawn of the Tiberium Age Staff
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Dec 24, 2013 7:59 pm    Post subject:  DTA's CnCNet v5 support
Subject description: Customized starting locations and teams
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With the release of version 1.12, The Dawn of the Tiberium Age will be the first Tiberian Sun mod to implement CnCNet version 5 support. This not only makes online gaming easy like with CnCNet 4, but also lets us catch up to and even beat Yuri's Revenge in customizable game options.

In DTA 1.12, you will be able to customize the starting locations, colors, sides, and teams of all human and AI players as well as difficulty levels of individual AI players. You can even ally with AI players if you want to do so! This client also makes it possible for us to add practically any number of game options and game modes in the future.

Screenshots of both our new Skirmish lobby and the new Online lobby:

(the original 1.11 crosshair starting location indicators have been removed since these screenshots were taken)



dta112cncnetlobby.png
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dta112cncnetlobby.png



dta112skirmishlobby.png
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dta112skirmishlobby.png



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 24, 2013 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
In DTA 1.12, you will be able to customize the starting locations, colors, sides, and teams of all human and AI players as well as difficulty levels of individual AI players. You can even ally with AI players if you want to do so! This client also makes it possible for us to add practically any number of game options and game modes in the future.

Seriously? This is one of the things I always missed in TS when I played newer C&Cs for a while and got back to that game.

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Tue Dec 24, 2013 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:

Seriously? This is one of the things I always missed in TS when I played newer C&Cs for a while and got back to that game.


With CnCNet 5 you can do these things even in Red Alert 1 and vanilla TS/FS #Tongue

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Dec 27, 2013 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Dec 27, 2013 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd much prefer a small chat box and bigger map selection box though. You don't really need to see old chat in most cases anyway, so having so much of the conversation (when it's probably only a few minutes worth before the game) is unecessary.

Overall the chat text (maybe all text) is a bit too small as well, especially since all the boxes are so big and spread out.

Also would be better if there was a separate DTA IRC IMO, at least it would make it far easier to chat in if there wasn't lots of "A new game has been formed" for unrelated games. Perhaps you could have a tab for CNCNet and DTA IRC's.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Dec 27, 2013 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

the chat box is fine imo. When discussing things like which map etc, a bit bigger chat box is helpful to see enough of the text without having to scroll left/right or up/down.

It could indeed be a tad more cleanly/closer arranged, but on the other hand this is already quite well done. The map selection is big enough imo, since it's a well ordered list of maps where you can quickly find what you want.
A user setting for the font size in the chat text might be nice. For me the size is perfectly fine, but there might be some on big monitors for which it is too small.
Maybe make the whole form resizeable and adjust the size of the controls inside it accordingly. But that's just graphical fine tuning which can be done later once all the functionality is set and done.

You can host a DTA game and this way have a DTA-only chat.
The main cncnet chat is IIRC intended to be used by every game and mod, so players of different games/mods can talk to each other.
But a button "hide non-DTA messages" would be indeed useful.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Jan 01, 2014 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice. How about ally reveal shroud logic for AI team mates?

Second time I fired up the game using a shortcut on my desktop, I couldn't run any skirmish matches using that shortcut. It said "Unable to read Default Map Scenario". When I launched the exe in the root folder, the game started.

I also saw a text file called launcher appear on the desktop.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jan 01, 2014 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

DoMiNaNt_HuNtEr wrote:
Very nice. How about ally reveal shroud logic for AI team mates?

AI allies already reveal shroud just like human players; allied units reveal all the shroud around them. This could be a bit confusing since allied buildings don't reveal shroud (only units), but that's how it has always been with the TS engine. That's why you will never actually see your ally before it builds its first minigunner / rifle infantry.

DoMiNaNt_HuNtEr wrote:

Second time I fired up the game using a shortcut on my desktop, I couldn't run any skirmish matches using that shortcut. It said "Unable to read Default Map Scenario". When I launched the exe in the root folder, the game started.

I also saw a text file called launcher appear on the desktop.

Maybe your shortcut has a wrong working directory set for the Launcher.

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