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Re: JA2 1.13 Multiplayer (2)[message #187356]
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Tue, 03 June 2008 10:22
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Priest_Romeo |
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Messages:10
Registered:June 2008 Location: Belarus, Minsk |
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Thanks Haydent, I should be more attentive while testing So, one more thing I could not understand: the game hangs while Intrrupting, and if usually I can see "Interrupt [merc name] vs [merc name], in this situation nothing is written, but clock-cursor and that's it. It happens quite often. On my screen it shows my opponent's turn, on his screen my turn and turn's line is not moving! It seems smth. wrong here.
The next one, it seems to be a feature: Scope was laying behind a tree with a sniper rifle, and she saw an enemy at about 10-15 squares, after the shot it was still my turn and she noticed one more enemy behind that one without motion, it seemed that her range of view increased at about 6-8 squares. So, is that sniper rifle (optics) or just aiming gives such of a an ability to see far?
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Private
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Re: JA2 1.13 Multiplayer (2)[message #187776]
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Sat, 07 June 2008 14:27
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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2 things that came to mind .. maybe totally irrelevant, cheers.
(after reading people got the interupt but not the screenupdate)
I'm guessing that the interupts are defined as singleplayer-events,
probably only the rebel-faction (vanilla human-controlled) gets user-control.
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The interupt is a tactical-thing, a stat-effect (it considers all parties/factions even non-human)
Screen-updates is a human-console thing for single-player. (Deidres troops don't need an interface
yet they do get the interupt ... and they know what to do widdit, the bastards )
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So uhm, tactical decides an interupt gets granted.
(PoNG !!! ?you did include the sample, right?)
Next there's 2 visible worlds: Player-1 / Player-2 (and somethings-tactical in between)
Pong !!! ye did not include the sample, I can see now.
'End Turn' - is like the olde 'over'.
A code/signal to let the radio operator know to switch plugs and let the receiver speak.
Tactical needs to add an 'over' after deciding it's time for an interupt.
Popopo-poNG !!! if it's so.
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2nd. - Visible worlds Vs. one tactical world.
Players do share the same world - in tactical.
Players don't share the same world in the interface - it gets drawn twice on each players screen.
And these two interface worlds aren't always up to date, if badguys spotted aren't rendered.
(I wrote Deidres troops need no interface but ... this is silly.)
Perhaps a merc-for-merc turn-basis, bit like penalties at soccer-finales.
That way the screen should get redrawn before after a player-character moves.
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Master Sergeant
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