Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » Ja2 Multiplayer mod for 1.13 & NIV, beta
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169556] Fri, 04 January 2008 15:06 Go to previous messageGo to next message
lalienxx

 
Messages:83
Registered:February 2006
RoWa21
@haydent: Is it possible for you to merge the new changes since version 1080 from main svn source code to your mutliplayer code. I know that there are a lot of changes and as long as the project goes on there will be much more. In the future we would like to merge your multiplayer code in the main svn source code. If you need help merging the code, just tell me.


Probably it's easier to put the multiplayer code into the newest version from svn. In that case only couple of projects need to be changed.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169557] Fri, 04 January 2008 15:28 Go to previous messageGo to next message
Commander
Messages:2
Registered:January 2008
Location: Germany
Hi guys,
i have a great problem with starting a mp-game in JA 1.13
i extracted the files ja_mp, the .exe and the "no-intro"-file into my general JA-Folder (next to the other exes). if i want to start a game via ja-mp.exe (version 03.01.08) the following message occurs:
"RUNTIME ERROR"
Asssertion Failure -- Line 527 in c:\.....\jagged alliance 2 v1.13 - source code 1.0.0.1080\built\intro.ccp
Wether English nor German works. Maybe you built English - but have only German or other foreign Disk?

just 4 info: i installed the German version with JA 1.13 (1080). Disk is a German one.

Hope you can help me because i'm a great fan of the JA Series - especially JA2 v1.13.
....and I always wanted to play it against other players.
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169560] Fri, 04 January 2008 15:42 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
@Commander: The multiplayer version is only in english for the english JA2 1.13 version.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169561] Fri, 04 January 2008 15:45 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
@lalien: Yes haydent should get the latest svn source code and should merge the multiplayer stuff in. That would be much easier.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169571] Fri, 04 January 2008 16:20 Go to previous messageGo to next message
Commander
Messages:2
Registered:January 2008
Location: Germany
is it enough to install version 1.13 on a german version of JA2 or do i need the complete english version? where can i get an english version of JA2 ? the problem is: i am from germany. so i can't buy it...
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169573] Fri, 04 January 2008 16:30 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
Commander
Hi guys,
i have a great problem with starting a mp-game in JA 1.13
i extracted the files ja_mp, the .exe and the "no-intro"-file into my general JA-Folder (next to the other exes). if i want to start a game via ja-mp.exe (version 03.01.08) the following message occurs:
"RUNTIME ERROR"
Asssertion Failure -- Line 527 in c:\.....\jagged alliance 2 v1.13 - source code 1.0.0.1080\built\intro.ccp
Wether English nor German works. Maybe you built English - but have only German or other foreign Disk?

just 4 info: i installed the German version with JA 1.13 (1080). Disk is a German one.

Hope you can help me because i'm a great fan of the JA Series - especially JA2 v1.13.
....and I always wanted to play it against other players.


you need to "buy" JA2 Gold. It's very cheap right now.

@haydent: we tested and played around a bit, here are some things that we discovered:

- bobby rays. acts messy sometimes. (-< screenshot)
- skipping interrupts
- interrupts eding bad (one player realtime, but no APs left message)
- different things need to go into the server file. I won't tell here, i don't want to create abuse.
- can't end turns sometimes
- we couldn't figure out how do move the start sector
- roofs won't crash the game, but can be considered cheating
- sometimes it skips interrupts on the player the is being interrupted. (message: LAN interrupt skipped)
- turn sync - sometimes the others can run in my turns. I see one of his mercs. my turn, i aim, the opposite merc runs away. I'm left in real time with 25 APs left.
- client 1 HAS to get he first turn, otherwise it is messed up.
- impossible hits
- mercs appearing from the air. simply 'materializing' inside of your field of view


Is there anything we should test especially?



[Updated on: Fri, 04 January 2008 16:47] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169576] Fri, 04 January 2008 16:34 Go to previous messageGo to next message
Marlboro Man

 
Messages:1203
Registered:October 2005
Location: USA
@ Redgun

Please remove or make your picture smaller in your above post. Because it makes this thread very hard to read when you have to scroll sideways.

Thanks


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169584] Fri, 04 January 2008 17:31 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
pics is removed now.

client1/server has got to have the first turn.
field of view is alittle buggy

explosives and grenades aren'T work.

the mortar does work, but it isn't syncronised, at least so it seems.

[Updated on: Fri, 04 January 2008 17:49] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169585] Fri, 04 January 2008 17:32 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
redgun

- we couldn't figure out how do move the start sector


You can set the startsector on the airspace map. This works.

[Updated on: Fri, 04 January 2008 17:32] by Moderator



Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169589] Fri, 04 January 2008 18:01 Go to previous messageGo to next message
Dr-D

 
Messages:98
Registered:July 2005
Location: Portugal
haydent, me and redgun just tested the mp a little and heres the bugs I encountered:

In windowed mode(possibly also in full screen) the game will always start at 1024x768 regardless of the option set in Ja2.ini. Resolved, its the editor option, not main game.

Placing a 3rd BR order crashed the game

Placing order after ready crashed the game

At 1st sight, turn based game wont start, only when 2nd player also views enemy. (happened allot)

Turn based game wont end if 2 turns passed with out enemy sight.

All passive damage is not working, grenades, explosives, C4, Rockets, mustard gas. and it will synchronize out, making mercs killed by a grenade appear alive in the owner game and dead in the killer game.
This is also true when you destroy a wall, that player will see no wall, other players will see wall intact.


Some mercs are able to see the enemy in front of them, others will not.

Some enemy mercs will warp around. despairing, and appearing else where.

Drooped items are not visible to enemy

Roof placed mercs can see the enemy, enemy cant see them.

This was with (both of us had the same 1.13 and exe version):
ja2_mp_debug_prebeta-03012008.exe
using Data-1.13 Rev 921

MAX_CLIENTS = 2
MAX_MERCS = 6
DAMAGE_MULTIPLIER = 1
STARTING_BALANCE = 40000
TIMED_TURN_SECS_PER_TICK = 20
INTERRUPTS = 1
SAME_MERC = 1
PLAYER_BSIDE = 1
DISABLE_BOBBY_RAYS = 0
DISABLE_AIM_AND_MERC_EQUIP = 0
ENEMY_ENABLED = 0
CREATURE_ENABLED = 0
MILITIA_ENABLED = 0
CIV_ENABLED = 1

[Updated on: Fri, 04 January 2008 21:19] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169612] Fri, 04 January 2008 20:34 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
@dr-d:

You have to change the property EDITOR_SCREEN_RESOLUTION in the ja2.ini to change the resoultion for the multiplayer exe.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169613] Fri, 04 January 2008 20:40 Go to previous messageGo to next message
Dr-D

 
Messages:98
Registered:July 2005
Location: Portugal
thanx
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169620] Fri, 04 January 2008 22:05 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
Coop works very well in turnbased. basic combat against enemies seems to work.

+ standing, crouching, lying and movement works just the way it should. amazing job done Smile Smile
+ interrupt works also, it didn't cause any problems.
+ shooting generally works good, however the ballistics aren'T synced yet I guess?
+ aiming works after a shot is fired, but manually aiming (L-key) isn't displayed on the other client
+ starting on the same sector-edge in coop works without problems.
+ when the last enemy is killed both clients go back to real time.
+ realtime is unsynced, if one client pauses the game (in order to type in ICQ or IRC); this might also happen in tunbased, we don't know for sure. I think this is the thing that explains suddenly appearing enemies in Deathmatch.
+ switching places (x-key) will lead to unsync also.
+ however the unsync has no affect on stance or damage (hitting a merc that is somewhere else on the other client is possible)

+ playing & testing is a lot of fun.

[Updated on: Fri, 04 January 2008 22:05] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169667] Sat, 05 January 2008 03:02 Go to previous messageGo to next message
johno

 
Messages:44
Registered:August 2007
Dr-D
haydent,
Placing a 3rd BR order crashed the game


i was able to place multiple orders, around 5
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169669] Sat, 05 January 2008 03:40 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
i don't know what it is; maybe it is item dependant.

I made a screenshot of it.
it's in line 1248 client.cpp

there was a barrett m468, a battle scope and a reflex sight ordered.
everything else was set to default settings.
I guess it might occur, if the laptop is used before connecting to the server, but thats just a wild guess.
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169681] Sat, 05 January 2008 09:34 Go to previous messageGo to next message
johno

 
Messages:44
Registered:August 2007
yea, i've had it happen a couple of times now. from ammo, ceramic plates and canteen's to what ever. i've got a saved game where i cant buy anything from bobby ray anymore (i've hired mercs, given them gear, saved then tried br and crashed, load and try br = crash).
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169686] Sat, 05 January 2008 10:19 Go to previous messageGo to next message
afp

 
Messages:76
Registered:November 2007
It seems that you're having a lot of fun, can you please post some screenshots from the action?
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169695] Sat, 05 January 2008 13:09 Go to previous messageGo to next message
Dr-D

 
Messages:98
Registered:July 2005
Location: Portugal
Come to play with us afp.

we are on #ja-galaxy on irc.quakenet.org
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169703] Sat, 05 January 2008 15:51 Go to previous messageGo to next message
johno

 
Messages:44
Registered:August 2007
yea i think i've solved what the prob is with bobby ray, well how to prevent it.

as long as u have an item in the sector in the box* u can order more stuff from bobby ray, if u take everything u cant order again. so my suggestion is to buy a canteen $10, and just leave it there.

[Updated on: Sat, 05 January 2008 15:52] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169707] Sat, 05 January 2008 16:11 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
that is quite probably true. a way to force the BR failure is to sell an item of one of the mercs equipment and try to order from BRs it will crash everytime.

doors aren't syncronised yet, i guess?
applying auto-first aid crashed the game once.
apart from that the game works fine. keep up the good work.

there was a little sync proplem in O3 meduna (when we played with max clients three, but only two players active.)

we tested coop in orta, but it was messy.

[Updated on: Sat, 05 January 2008 17:59] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169742] Sat, 05 January 2008 21:06 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
I tested a little bit COOP on one single PC with 2 instances of JA2 1.13. It worked quite good so far.

Some things I noticed:
- Surrender-Dialog is only displayed on the server
- Status progression of opponent move (red title bar on the top) is only displayed on the server
- Interrupt problem: Let me give you an example:
.) Turn based mode
.) Client 2 moves a merc M1 and on its way the merc M1 gets an interrupt by an enemy
.) On Client 1 the merc M1 moves to the destination point and does not stop on the interrupt
-> So the merc M1 is out of sync on client 1
.) On Client 2 the merc M1 shoots at the enemy because the merc uses the interrupt
.) On Client 1 the merc M1 gets "teleported" back to the tile where M1 shoots
-> So we are synchronized again
- Enemies with the same ID look different on each client (eg: man on Client 1 is a woman on Client 2)
- I think enemies with the same ID spawn in different places on each client
- I think enemies move different paths in Real-Time Mode
- If the game switches from Turn-Based Mode to Realtime one client stays in Turn-Based Mode
and could never finish the turn

In turn based mode the multiplayer game works very good. But be sure that you do not switch to other programs while playing JA2 in multiplayer. If you do so, you will get out of synchronisation. This can lead to unexpected behaviour until it is synchronized again.
In real-time mode there seems to be some problems with enemy AI synchronization.









Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169759] Sun, 06 January 2008 02:20 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
we've tested a lot today and we came across some things that might be interesting:

-> bobby ray crash: happens when you order from BR, remove all the items from sector inventoy, and order again. it willa slo crash when you put an item from AIM into the inventory and remove it, so the inventory is empty.
-> a server option to hide how many mercs are hired by the opponent, might be worth a consideration, when same_merc =1; but this is just cosmetics and a little bit for gameplay.
-> sometimes the sync will have problems in turnbased mode, without anybody pausin g the game.
-> we seemed to have merc placement issues when we used the manual server override ('7').
-> an AR called FR MC51 cost 1$ and is actually pretty good. i don't know if that is MP specific. it looks like there is an error in my XML

[Updated on: Sun, 06 January 2008 02:32] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169765] Sun, 06 January 2008 03:09 Go to previous messageGo to next message
johno

 
Messages:44
Registered:August 2007
-> sometimes the sync will have problems in turnbased mode, without anybody pausin g the game.

Yea, once i came across redgun's merc lying prone > my game went into turn based mode > i started shooting his merc > while in the process of killing him my merc got shot from redgun's sniper - he was also in turnbased mode > so basicly we both were in turn based mode and had our turns at the same time, this was the only example i've seen where i think 2 people had their turns at the same time.

-> an AR called FR MC51 cost 1$ and is actually pretty good. i don't know if that is MP specific. it looks like there is an error in my XML

[Updated on: Sun, 06 January 2008 03:18] by Moderator

Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169784] Sun, 06 January 2008 12:13 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
this is great to have so much feedback !

a friend and i go in a couple of games this evening, it was fun and you soon find the things that need fixing or would make for better code/game...

its hard to comment on all post content, im hoping to set up a bugzilla for this to keep track of it all...

#1- i would consider coop to not be working at this stage, i dont need to hear anymore about whats wrong with it, i will let you know when i fix it up. Smile

#2- the issue of the server being wiped out and causing sync loss for the two remaining players would be real and ill fix it for next release... as this is related to the icq out of window sync loss, if the window isnt selected and in tactical game view the game pauses, as would pausing the game... it is not synced and will more than likely cause sync loss. it really needs a chat function to avoid this, so much to do.... i recommend voice chat running in background till then...

#3- if you read the readme youll see that nothing has been synced apart from shooting guns and moving, nothing has been done relating equipment, inventory , roofs, nades, healing, dialogs, structure damage, status progressions, doors... there's lots here that would be great to have and would be easy to do following my examples, but it is later as im working on more fundamental things now... any takers welcome.

#4- i will fix the prob of player getting interrupt while running and not stopping on remote clients view, easy enough.

#5- npcs would be great, i was only thinking this today myself, i would be easy enough to make it so you can hire some of them through merc, such as ira, dimitri, mike, etc... adding them to any sector is no problem at all...

#6- both teams in turn based at same time, and other unlocked ui issues are hard to replicate and debug, but im sure they're there too, as the code is rough and barely tested... i think internet play would be more prone to this due to higher ping and relay times. i also experienced bug today where on first sight, one player (client) would went into turn based while other(server) did not until the client end turn...

#7- morale drop due to shooting opponent sounds real and its prob in the code and need disable/fix.


#8- energy/moral and health levels arent synced/updated so possible at this stage for one clients merc to be unconcious while not on another or dead but not on another. perhaps will be looked into soon.

#9- there is a to be fixed bug with loading save game on client only when made in tactical, is your save in tactical ??


#10- as for merging the svn , mine into the latest is what i would do, but its not a priority right now...

#11 - i cant say much about the bobby rays orders except to make sure your crate is ok and in the level, i will try and replicate it and debug it...

i know there's more good points brought up i havnt commented on, thankyou again, ive got quite a bit lined up it seems. hopefully i can get some tracking system going.. any offers ???

keep up the good work and im still waiting on thay game lobby gui ... Wink


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169788] Sun, 06 January 2008 12:37 Go to previous messageGo to next message
Dr-D

 
Messages:98
Registered:July 2005
Location: Portugal
haydent 1 extra thing:

I think interrupts are not working for player vs player.
players can get interrupts when a AI enemy appears, but not when a enemy player merc apears.
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169798] Sun, 06 January 2008 13:33 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
Dr-D
haydent 1 extra thing:

I think interrupts are not working for player vs player.
players can get interrupts when a AI enemy appears, but not when a enemy player merc apears.



ah, yes , something i forgot to mention...

yes and no they do work but not often enough/at all, to see this change the interrupt setting in the ini to 2, this will give value of always to "if soldier get interrupt", there is some condition obviously in here that needs looking into.

i will look into it... also with the message "skipped lan interrupt" if people get that this is what it is about... (ps let me know if it happens)

at the moment both client and server calculate interrupts, but are only applied(allow to happen) if the merc they are for is owned by that client which is calculating. so there is scenario where one client would give an interrupt while another wont, htis displays that message then, and if it happens enough, i may have to enable it. i was just trying to avoid the hassle of working with more than one interrupt being awarded for the same situation on different machines and figured that the info on the client whos making the interrupt was mroe accurate to go by so giving them preference... but it happened to me today, as i felt the interrupt should have been awarded, so i may look into it...

another thing id like, it to have the interrupt chance to happen configurable from the ini so you can have a match where to the right adjustment you may require being real carefull and not running around too much to avoid interrupts Smile

thanks again,

Hayden.

[Updated on: Sun, 06 January 2008 13:38] by Moderator



Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169805] Sun, 06 January 2008 14:24 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
haydent
this is great to have so much feedback !

its hard to comment on all post content, im hoping to set up a bugzilla for this to keep track of it all...



We already have set up bugzilla for 1.13. Take a look at http://ja2.discusrock.org/bugzilla/
You can write JAPH a mail (craig.dunigan@gmail.com), cause he is the admin for bugzilla for the 1.13 mod. JAPH should add a user for you and an own section for the multiplayer. So we can post bugs and improvements there.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169846] Sun, 06 January 2008 20:05 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
further playtest by Dr-D and me:
-> sector preview before picking a map would be good (enable radarmap in strategicl)
-> there's obiviously a problem when a client has to start @ an unaccessible sector edge (water/cliff), thats a general problem, i don't think it can be solved, maybe except using the predetermined entry points.
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169852] Sun, 06 January 2008 20:47 Go to previous messageGo to next message
afp

 
Messages:76
Registered:November 2007
Haydent, I cant even imagine how you managed to syncronize all communication... you're doing a great job man. As soon as I finish my weapons obsession I will join this, it seems to be a lot of fun here.
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169869] Sun, 06 January 2008 21:57 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
it's a lot of fun, you should definitely join, unless you're still offened.

@haydent:

- i got a few skipped 'lan interrupt messages' when i fired at the client 1/server. interrupts were set to always, i guess.

- is there a way to make the client num automatic, so the server hands out client nums?

- we got more sync problems (turnbased) now. most of the time sync problems are in favor of the server.
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169871] Sun, 06 January 2008 22:07 Go to previous messageGo to next message
afp

 
Messages:76
Registered:November 2007
How many can join a game? Can we play 2 vs 2?
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169873] Sun, 06 January 2008 22:29 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
Up to 4 clients can join a game. You can play COOP (all clients agains the enemies) or DEATHMATCH.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169894] Mon, 07 January 2008 03:37 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
im at the interent cafe now getting the current cvs checkout, so i can then update to latest..

new changes so far:

*interrupts werent working, but are now (as a test was failing because the intteruptor wasnt under ai control...)

*radar mini map is now showing sector preview always, with no darkening at night (i actually thought of this yesterday before reading the request Wink )

*client names

*partly implemented identical bullet traversal reconstruction

*when all mercs die you no longer leave sector to avoid crash/out sync and eventually enable spectating

*no more surrender dialog

as for auto client num, its possible, but not major priority now.

and the sector start edge... it would be good to change it after previewing the map, and itd be good and possible if the crate got an auto position on that edge without having to set coordinates...

another thing would be good is to be able to have 2v2 coop or team deathmatch (possible, just time to code the changed)

expect a new release tonight... (~8hours)

coop will still not be working Smile


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169895] Mon, 07 January 2008 03:52 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
ps, i just got confirmation we can get some bugzilla page at the 1.13 tracker site... !

as soon as its fixed again.


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169918] Mon, 07 January 2008 10:26 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
haydent
im at the interent cafe now getting the current cvs checkout, so i can then update to latest..

new changes so far:

*interrupts werent working, but are now (as a test was failing because the intteruptor wasnt under ai control...)
*radar mini map is now showing sector preview always, with no darkening at night (i actually thought of this yesterday before reading the request Wink )
*client names
*partly implemented identical bullet traversal reconstruction
*when all mercs die you no longer leave sector to avoid crash/out sync and eventually enable spectating
*no more surrender dialog


yay, I'm looking forward to testing again.

Quote:

as for auto client num, its possible, but not major priority now.

and the sector start edge... it would be good to change it after previewing the map, and itd be good and possible if the crate got an auto position on that edge without having to set coordinates...

another thing would be good is to be able to have 2v2 coop or team deathmatch (possible, just time to code the changed)

expect a new release tonight... (~8hours)

coop will still not be working Smile


redgun sings 'simply the best' for you
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169949] Mon, 07 January 2008 13:27 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
i cant post anything bigger than this or i get 404 error

[Updated on: Mon, 07 January 2008 13:29] by Moderator



Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169950] Mon, 07 January 2008 13:30 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
expect delay, my test box laptop hdd crashed... no data loss, cant test


Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169951] Mon, 07 January 2008 13:30 Go to previous messageGo to next message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
have another hdd, but am still freeing it up

[Updated on: Mon, 07 January 2008 13:31] by Moderator



Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169963] Mon, 07 January 2008 14:29 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
is there any way to help you?
Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169970] Mon, 07 January 2008 14:58 Go to previous messageGo to previous message
haydent

 
Messages:267
Registered:November 2007
Location: NSW, Australia
the hdd is in, and installing xp... im right for now it seems but it was close...


Next Topic: Bugs
Goto Forum:
  


Current Time: Tue Jun 02 21:32:33 EEST 2020

Total time taken to generate the page: 0.01662 seconds