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Re: JA2 1.13 Multiplayer (2)[message #189178]
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Fri, 20 June 2008 02:43
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haydent |
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Messages:265
Registered:November 2007 Location: NSW, Australia |
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Hedgetrimmer,
transit is not implemented at all and expected to break game...
item sync, transit, and leavitg and joing persistent battles at any time could be the next thing i work on, but when that happens could literally be monthsss...
you make some good suggestions, thankyou for the feedback, bugzilla is handy if u want to maje it formal and if are worried about your suggestion getting lost in a thread over time, not that im currently developing... (learning forex trading actually)
all your suggestions are valid and possible, just would take hthe time and effort to try and code them, why dont you (or anybody for that matter) give it a go, even something simple is still an improvement. (trust me, i wouldn't suggest it if it were totally beyond anybody that can read)
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Re: JA2 1.13 Multiplayer (2)[message #189226]
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Fri, 20 June 2008 20:10
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Hedgetrimmer |
Messages:4
Registered:May 2008 Location: Germany |
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Majek,
Of Course a Deathmatch is more fun to play, if you play casually. I get a lot of fun out of
the strategic and logistic side, which makes me more of a co-op longterm player. The new Hardcore
difficulty IS nasty in single (Drassen mine counterattack 60+ grey/yellow Snappers), I would love
to play that with a second team, with item selling enabled of course, otherwise it can hardly be done.
Haydent,
what would I need to that ?
VCE the SVN and what else ?
I
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Civilian
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Re: JA2 1.13 Multiplayer (2)[message #189565]
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Wed, 25 June 2008 19:30
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Ioskeha |
Messages:1
Registered:June 2008 |
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Is there a step by step guide how to use the multiplayer add-on? Should every player have the new inventory on or what? Does it automatically search for ongoing games or is it just blind luck to find people playing at a given time?
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Civilian
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Re: JA2 1.13 Multiplayer (2)[message #189923]
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Tue, 01 July 2008 11:47
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haywire |
Messages:2
Registered:July 2008 |
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I tried the MP yesterday , and I must say you did a great job !
But I have one suggestion to make :
One should be albe to save a standard team and loadout to speed up the whole team-creating process and get into the fight faster.
I know you'd have to consider the various Bobby Ray's settings and if SAME_MERC was != 1 but it sure could be done for the default settings ... ?
Some rudimentary means of communication would be nice also. Like key binds to signal "ready?" "ready"
Damn I can't figure out more right now xD
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Civilian
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Re: JA2 1.13 Multiplayer (2)[message #189954]
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Tue, 01 July 2008 19:07
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Atelophobia |
Messages:2
Registered:June 2008 Location: Munich, Germany |
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Yea Kaiden, that'll be cool... good old DG style ^^
However, MP would profit a lot deom game modes like Attack&Defend or Assassination.
Wel, perhaps Im going to make gentlemen agreements with my MP Partners like the one who is on assault gets more money/mercs
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Civilian
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Re: JA2 1.13 Multiplayer (2)[message #190281]
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Tue, 08 July 2008 04:00
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SharkD |
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Messages:352
Registered:July 2003 |
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Hmmm... I just thought of something that might be friggin' awesome! How about a persistent universe where people can log and off and the universe would continue to evolve as time went on?
Since the changes would be so significant, I'm wondering what kind of core modifications to the way the game works would need to be made? I can only think of the lack of time compression--which seems already to be the case--but nothing else. I'm sure several core functionalities would be made unrecognizable, but my brain is farting at the moment.
Though there are some genres where the leap to multiplayer is a pretty obvious step (Privateer MMO anybody?), in this case JA2 is much more complex than the average game.
[Updated on: Tue, 08 July 2008 04:42] by Moderator Report message to a moderator
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Master Sergeant
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Re: JA2 1.13 Multiplayer (2)[message #191244]
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Sun, 20 July 2008 03:08
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Campingkocher |
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Messages:45
Registered:June 2007 Location: Germany |
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RoWa21- One important thing that should be synced are the cutted fence tiles.
Because now other clients do not see the cutted fence.
Do you use wirecutters already?
RoWa21- When an enemy opens a door, the door state (open, close) should be taken from the server. Now it is possible, that on one client the door is open and on the other it is closed.
That is right. This problem is some more interesting, when many civilians are in the map (Cambria Hospital)
RoWa21- It would also be nice if merc models could be synced. So each client can see if the merc from other client has a pistol or a rifle in his hand
Could it be, that this problem is caused by the default equipment of the mercs? Because the own mercs drop on the own client the actual equipment, on all the other clients the default equipment. I don't really know, but maybe on the other clients the weapon type is shown, which the merc has as default weapon. For example Steroid has a pistol on other clients, Raven has a rifle (I'm not sure, could be tested next time).
Another important point is, that armor is not synced. I tested it some months ago. Both players bought NO armor and hollowpoint/glaser ammo had NO effect. It seems, on all clients the mercs have the default armor. It is not necessary to buy any armor, it would not have any effect. If you have the default armor for AI enemies too - I don't know. But when the server "thinks" that you have default armor, then the AI "thinks" that too, I think . Hehe.
---
Maybe you experienced this problem too: After some rounds in CoOp, the server (or maybe clients too?) gets a clock for some seconds, always after changing the stance of a merc. For example: merc is lying - standing up - clock - running around - crouch - clock.
After finishing the turn, the game crashes to desktop.
Next time I could use a debug exe, but I have no experiences in reading and interpreting the debug code
I think, these are the biggest things, I experienced in the last weeks.
Greets
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Corporal
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Re: JA2 1.13 Multiplayer (2)[message #191499]
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Tue, 22 July 2008 15:48
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Campingkocher |
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Messages:45
Registered:June 2007 Location: Germany |
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RoWa refers to his post from 26 May in this thread (the post with the screenshot). In the last post here is a new screenshot. I think, he means this bug:
Campingkocher
Maybe you experienced this problem too: After some rounds in CoOp, the server (or maybe clients too?) gets a clock for some seconds, always after changing the stance of a merc. For example: merc is lying - standing up - clock - running around - crouch - clock.
After finishing the turn, the game crashes to desktop.
Yesterday we played CoOp and after many rounds the AI stucks after an interrupt (a player was interrupted by AI). Then the server gave the turn back to the player. Some rounds later, the clocks after every action occured at the server. Finishing the round leads to crash the server. This happened only on the server (and I think, only after the AI got stuck that the server had to press Alt+E). That would explain, why this only happens in coop games.
I hope, you can fix this Thank you
Greets
[Updated on: Tue, 22 July 2008 16:35] by Moderator Report message to a moderator
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Corporal
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