CnCNet Client
The MonoGame / XNA CnCNet client, a platform for playing classic Command & Conquer games and their mods both online and offline. Supports setting up and launching both singleplayer and multiplayer games with a CnCNet game spawner. Includes an IRC-based chat client with advanced features like private messaging, a friend list, a configurable game lobby, flexible and moddable UI graphics, and extras like game setting configuration and keeping track of match statistics. And much more!
Targets
The primary targets of the client project are
However, there is no limitation in the client that would prevent incorporating it into other projects. Any game or mod project that utilizes the CnCNet spawner for Tiberian Sun and Red Alert 2 can be supported. Several other projects also use the client or an unofficial fork of it, including Tiberian Sun Client, Project Phantom, YR Red-Resurrection, The Second Tiberium War and CnC: Final War.
Requirements
The client has 3 builds: Windows (DirectX11), OpenGL and XNA.
- The Windows and OpenGL builds rely on .NET Framework 4.5 and MonoGame.
- The XNA build relies on .NET Framework 4.0 and Microsoft's XNA Framework 4.0 Refresh.
Building the solution for any platform requires Visual Studio 2017 or newer. A modern version of Visual Studio Code, MonoDevelop or Visual Studio for Mac could also work (as well as separate MSBuild without any sort of IDE), but are not officially supported.
Compiling, debugging and usage
- Compiling itself is simple: assuming you have the prerequisites installed, you can just open the solution with Visual Studio and compile it right away; the repository includes MonoGame and other necessary DLLs for quick compiling.
- When built as a debug build, the client executable expects to reside in the same directory with the target project's main game executable. Resources should exist in a "Resources" sub-directory in the same directory. The repository contains sample resources and post-build commands for copying them so that you can immediately run the client in debug mode by just hitting the Debug button in Visual Studio.
- When built in release mode, the client executable expects to reside in the "Resources" sub-directory itself. In target projects, the client executables are named
clientdx.exe
,clientogl.exe
andclientxna.exe
respectively for each platform. - The
BuildScripts
directory has automated build scripts that build the client for all 3 platforms and copy the output files to a folder namedCompiled
in the project root. You can then copy the contents of thisCompiled
directory into theResources
sub-directory of any target project. Note that by default the build scripts also build the XNA version of the client, which requires XNA Framework 4.0 Refresh to be installed. If you don't want to install XNA, then you need to modifyBuildGame.bat
to leave the XNAFramework build out.
End-user usage
For end-users running Vista or newer Windows, the MonoGame (DirectX11) build is preferred. The MonoGame build cannot be run on Windows XP, so the XNA build is intended for XP users and for those users whose GPUs do not properly support DX11.
The MonoGame WindowsGL / DesktopGL build is primarily meant for experimental Linux and Mac support.
Client launcher
This repository does not contain the client launcher (for example, DTA.exe
in Dawn of the Tiberium Age) that selects which platform's client executable is most suitable for each user's system. For that, see dta-mg-client-launcher.
Branches
Currently there are only two major active branches. master
is where development happens, and while things should be fairly stable, occasionally there can also be bugs. If you want stability and reliability, the stable
branch is recommended.