Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » Ja2 Multiplayer mod for 1.13 & NIV, beta
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169557]
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Fri, 04 January 2008 15:28
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Commander |
Messages:2
Registered:January 2008 Location: Germany |
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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.
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Civilian
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169571]
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Fri, 04 January 2008 16:20
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Commander |
Messages:2
Registered:January 2008 Location: Germany |
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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...
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Civilian
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169573]
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Fri, 04 January 2008 16:30
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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CommanderHi 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 Report message to a moderator
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169584]
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Fri, 04 January 2008 17:31
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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 Report message to a moderator
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169589]
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Fri, 04 January 2008 18:01
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Dr-D |
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Messages:102
Registered:July 2005 Location: Portugal |
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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 Report message to a moderator
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Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169620]
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Fri, 04 January 2008 22:05
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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
+ 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 Report message to a moderator
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169669]
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Sat, 05 January 2008 03:40
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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.
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169686]
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Sat, 05 January 2008 10:19
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afp |
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Messages:75
Registered:November 2007 |
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It seems that you're having a lot of fun, can you please post some screenshots from the action?
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Corporal
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169703]
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Sat, 05 January 2008 15:51
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johno |
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Messages:44
Registered:August 2007 |
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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 Report message to a moderator
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Corporal
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169707]
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Sat, 05 January 2008 16:11
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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 Report message to a moderator
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169759]
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Sun, 06 January 2008 02:20
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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 Report message to a moderator
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169765]
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Sun, 06 January 2008 03:09
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johno |
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Messages:44
Registered:August 2007 |
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-> 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 Report message to a moderator
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Corporal
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169784]
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Sun, 06 January 2008 12:13
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haydent |
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Messages:265
Registered:November 2007 Location: NSW, Australia |
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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.
#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 ...
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169798]
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Sun, 06 January 2008 13:33
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haydent |
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Messages:265
Registered:November 2007 Location: NSW, Australia |
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Dr-Dhaydent 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
thanks again,
Hayden.
[Updated on: Sun, 06 January 2008 13:38] by Moderator Report message to a moderator
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169846]
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Sun, 06 January 2008 20:05
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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.
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169852]
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Sun, 06 January 2008 20:47
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afp |
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Messages:75
Registered:November 2007 |
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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.
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Corporal
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169869]
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Sun, 06 January 2008 21:57
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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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.
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169871]
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Sun, 06 January 2008 22:07
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afp |
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Messages:75
Registered:November 2007 |
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How many can join a game? Can we play 2 vs 2?
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Corporal
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169894]
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Mon, 07 January 2008 03:37
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haydent |
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Messages:265
Registered:November 2007 Location: NSW, Australia |
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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 )
*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
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169918]
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Mon, 07 January 2008 10:26
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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haydentim 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 )
*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
redgun sings 'simply the best' for you
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Staff Sergeant
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Re: NEW: ja2 v1.13 Multiplayer - pre beta testing release, multiteam action +more[message #169963]
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Mon, 07 January 2008 14:29
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redgun |
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Messages:190
Registered:March 2007 Location: Austria |
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is there any way to help you?
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Staff Sergeant
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