Re: Network play in Command & Conquer: Red Alert 2

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Yes, somehow this topic has been split.
My original message is here:
http://www.winehq.org/pipermail/wine-users/2009-January/047813.html
I use the (modified, I think) dll from the link [1].
I just need to figure out how the clients can see each other in the
ingame lobby.
Thunderbird has figuered it out by using IPX and starting wine as
root. But that seems more complicated than just using a modified dll.

Thanks for your answers, btw!

Best regards
Christoph Korn


[1] http://www.understorm.net/cnc/lan/ts_ra2_lanpatch_1_00.zip

Vincent Povirk schrieb:
> On Tue, Jan 27, 2009 at 2:52 PM, vitamin <wineforum-user@xxxxxxxxxx> wrote:
>> Christoph Korn wrote:
>>> It can be overwritten.
>>> Just enter the name "wsock32" in the edit field.
>>> A warning is shown that it _should_ not be overwritten but it can.
>> Should/could/would is irrelevant here.
>> You CAN NOT use native wsock32.dll It WILL NOT work on Wine period.
>> Enable IPX and use it instead.
> 
> He isn't using a wsock32.dll from Microsoft. According to the readme
> in http://www.understorm.net/cnc/lan/ts_ra2_lanpatch_1_00.zip, it's
> meant as a replacement for a few specific games, one of which is Red
> Alert 2, to make them work through UDP over a LAN. This should work if
> it's based on normal, public API's that Wine can implement.
> 
> Vincent Povirk
> 


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