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 Forum index » Modding Central » Red Alert 2 Editing Forum
CnCNet?
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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sun Nov 28, 2021 5:06 pm    Post subject:  CnCNet? Reply with quote  Mark this post and the followings unread

CnCNet is quite old and lots of people are using it so why are there so few tutorials about setting it up with a YR mod? Is it intended to limit usage only to certain mods? What's the community's opinion about cncnet?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Nov 30, 2021 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

There are only a few modders who are currently using the client in public capacity. We're all rather busy with random odds and ends and normally don't have time to write tutorials.

What kind of tutorials do you think you would need in order to get started? I could write something up this afternoon but I'm an insider looking out and don't quite know what would be the best type of help.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Tue Nov 30, 2021 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Well a tutorial about setting up CnCNet from scratch for an online-playable YR mod would be nice, including details about making it work with extensions like Ares or Phobos, which I noticed many people are asking for.

Some time ago I've also tried to set it up for a mod but the only things I could find were just snippets, one old tutorial for RA1 and some sketchy info on github, so I was wondering why has no one put all the steps together in a link/pdf like Ares and Phobos did?

I understand busy but CnCNet was up shortly after GameSpy died out, probably more than 10 yrs ago so it's kinda weird... maybe you're trying to avoid flooding the server with bad mods or something?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Nov 30, 2021 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Because initially no documentation has been set up and no one bothers to write one. Most modders are learning the client either by examples (just download any other mod client) or by asking other modders or client devs like myself.

However, you're welcome to change that situation, your contribution will be greately appreciated Wink
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Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Nov 30, 2021 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:
I understand busy but CnCNet was up shortly after GameSpy died out, probably more than 10 yrs ago so it's kinda weird... maybe you're trying to avoid flooding the server with bad mods or something?

CnCNet as a service has existed for more than 10 years, but the current CnCNet infrastructure hasn't existed for nearly as long. I made DTA's client open-source 5 years ago, helped set it up for a few other projects (TI, MO, official CnCNet YR), and afterwards most people have just looked at these projects as examples. And as the number of projects using the client has increased, so has the number of examples to look at.

As the client is mostly configured through INI files like the games themselves, I guess most people with a TS/YR modding background have found modding the client fairly intuitive so there hasn't been all that much demand for documentation of the very basics. (relative to how widespread use of the client is)

There are individual pieces of documentation scattered across many communities, but no one has bothered to write a comprehensive documentation. When it has been attempted, it has eventually become partially obsolete because the client is constantly in development.
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CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered


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