Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » JA2 1.13 Multiplayer (2)
Re: JA2 1.13 Multiplayer (2)[message #187964] Mon, 09 June 2008 10:25 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Priest_Romeo
Hi, I updated game up to 1.13.2222 (08.06.08). After resuming my previous single game it asks me "Attempting to load an older version save. Automatically update and load the save?", pressing "Yes" fetches an error:
RUNTIME ERROR
PRESS ESC TO EXIT
Assertion Failuer -- Line 3244 in A.\Tactical Save.cpp

It was a quicksave. In normal save it just dropped to win desktop.


Because of fixing some bugs there were changes in the structure. So it is impossible to load older savegames. Sorry, but you have to start a new game.

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Sergeant Major

Re: JA2 1.13 Multiplayer (2)[message #187973] Mon, 09 June 2008 11:00 Go to previous messageGo to next message
Priest_Romeo is currently offline Priest_Romeo

 
Messages:10
Registered:June 2008
Location: Belarus, Minsk

RoWa21
Because of fixing some bugs there were changes in the structure. So it is impossible to load older savegames. Sorry, but you have to start a new game.


Is that possible to avoid such situations in future? Single player also became very good and it's very pitty to play 2 days on "Iron" on Expert and loose all the progress.

And what bugs exactly was fixed?

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Private
Re: JA2 1.13 Multiplayer (2)[message #187995] Mon, 09 June 2008 15:47 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
That's why it is a good idea to pay attention to the "release notes" thread. It was stated clearly that if you used 2222.exe you would need to restart. That was why there was a 2124 added also, so you could continue if you was in the middle of a game.

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Sergeant Major

Re: JA2 1.13 Multiplayer (2)[message #188007] Mon, 09 June 2008 17:27 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
It is possible to work around save file format issues BUT in code that is still under development (like the MP code) that wastes a lot of time best spent elsewhere.

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First Sergeant

Re: JA2 1.13 Multiplayer (2)[message #188012] Mon, 09 June 2008 17:41 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Priest_Romeo
RoWa21
Because of fixing some bugs there were changes in the structure. So it is impossible to load older savegames. Sorry, but you have to start a new game.


Is that possible to avoid such situations in future? Single player also became very good and it's very pitty to play 2 days on "Iron" on Expert and loose all the progress.

And what bugs exactly was fixed?


Bloodcats and Creatures were not present in a single player game. The multiplayer code changed the structure. I had to make changes to the structure, so that Bloodcats and Creatures reappear in single player game. Because of this change, older savegames are not working.

As MM said, I also renamed the "old" ja2.exe to "ja2_versionNumber.exe", so you can still play with your existing savegames (but with the old exe). With the new multiplayer exe you have to start a new game.

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Sergeant Major

Re: JA2 1.13 Multiplayer (2)[message #188771] Sun, 15 June 2008 08:36 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
Wow! I can't believe it! After a few months absence I com back and there is working multiplayer!

I read the readme, but didn't notice any mention of plans on adding a lobby, or getting the game to work with Hamachi. Is this already possible?

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Master Sergeant
Re: JA2 1.13 Multiplayer (2)[message #188796] Sun, 15 June 2008 17:44 Go to previous messageGo to next message
spalVl is currently offline spalVl
Messages:2
Registered:April 2008
Mikail
... or getting the game to work with Hamachi. Is this already possible?


Hamachi already works.

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Civilian
Re: JA2 1.13 Multiplayer (2)[message #188801] Sun, 15 June 2008 18:39 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
Mikail


I read the readme, but didn't notice any mention of plans on adding a lobby



it wouldn't be hard to do, and the network framework has support for it, but its not something i would feel motivated or with enough spare time to do ...

all the same, i hope you enjoy some good games with it.

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #188903] Tue, 17 June 2008 04:53 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
Thanks for the answers.

One more question: Which is the preferred method of hooking up for multiplayer? I know that for some other games people have written mIRC scripts to automatically start matches from IRC chat.

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Master Sergeant
Re: JA2 1.13 Multiplayer (2)[message #188904] Tue, 17 June 2008 04:56 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
Mikail
Thanks for the answers.

One more question: Which is the preferred method of hooking up for multiplayer? I know that for some other games people have written mIRC scripts to automatically start matches from IRC chat.


you just specify server ip in the cfg file and press the key in game bound to connect to that server/game...

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #188927] Tue, 17 June 2008 14:59 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
just a quick post, ive got some spare space and width, so i mirrored the visual studio 2005 exress iso and sdk for a hopefully faster source than sometimes available...

http://vs2005express.hthring.com/

http://vs2005express.hthring.com/VC.iso 463M
http://vs2005express.hthring.com/5.2.3790.2075.51.PlatformSDK_Svr2003R2_rtm.img 410M


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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189032] Wed, 18 June 2008 16:16 Go to previous messageGo to next message
ebak is currently offline ebak

 
Messages:5
Registered:June 2008
i just started playing the multiplayer version of this game yesterday with a couple of friends... great work guys! it was really a blast playing ja2 in multiplayer.

Some suggestions/observations:
1. The mines, grenades, launchers and several weapons do not work. I think this has been taken out of the mp game. Would it be possible to create a setting like "EnableExplosives" in the .ini file so that in can be enabled/disabled?
2. I noticed that opponents do not drop items when killed - they drop them but other players cannot see or pick up their items. This can actually be a great feature but would it be possible to create a setting like "SyncPlayerItems" in the .ini to enable/disable this?
3. Would it be possible to set Enemies and Militia to a particular Team number so that we can set up games wherein a team can work with enemies while other teams assault? (Ex. setting Enemies to Team = 5 such that if a player chooses Team = 5, then he will be playing with the enemies)

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Private
Re: JA2 1.13 Multiplayer (2)[message #189088] Thu, 19 June 2008 00:31 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
ericb
i just started playing the multiplayer version of this game yesterday with a couple of friends... great work guys! it was really a blast playing ja2 in multiplayer.

Some suggestions/observations:
1. The mines, grenades, launchers and several weapons do not work. I think this has been taken out of the mp game. Would it be possible to create a setting like "EnableExplosives" in the .ini file so that in can be enabled/disabled?

2. I noticed that opponents do not drop items when killed - they drop them but other players cannot see or pick up their items. This can actually be a great feature but would it be possible to create a setting like "SyncPlayerItems" in the .ini to enable/disable this?


if only it were that simple, i wouldnt have disabled it in the first place...

Quote:

3. Would it be possible to set Enemies and Militia to a particular Team number so that we can set up games wherein a team can work with enemies while other teams assault? (Ex. setting Enemies to Team = 5 such that if a player chooses Team = 5, then he will be playing with the enemies)


in theory likely, but in practice possibly...

im glad to hear you are having some fun atleast Smile

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189160] Thu, 19 June 2008 22:55 Go to previous messageGo to next message
Hedgetrimmer is currently offline Hedgetrimmer
Messages:4
Registered:May 2008
Location: Germany
Dear Haydent,

as far as I gathered you

[Updated on: Thu, 19 June 2008 22:56] by Moderator

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Civilian
Re: JA2 1.13 Multiplayer (2)[message #189162] Fri, 20 June 2008 00:01 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
deatmatch is more fun. The enemy ai is never good enough while a human player can't make you cry fast with the same number of mercs or even less than you.

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Master Sergeant
Re: JA2 1.13 Multiplayer (2)[message #189178] Fri, 20 June 2008 02:43 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
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. Smile (trust me, i wouldn't suggest it if it were totally beyond anybody that can read)

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189226] Fri, 20 June 2008 20:10 Go to previous messageGo to next message
Hedgetrimmer is currently offline Hedgetrimmer
Messages:4
Registered:May 2008
Location: Germany
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
Re: JA2 1.13 Multiplayer (2)[message #189246] Sat, 21 June 2008 03:16 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
Hedgetrimmer


what would I need to that ?
VCE the SVN and what else ?

I

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189327] Sun, 22 June 2008 12:43 Go to previous messageGo to next message
Hedgetrimmer is currently offline Hedgetrimmer
Messages:4
Registered:May 2008
Location: Germany
Haydent,

assuming locking tactical and transition can be implemented, wouldn

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Civilian
Re: JA2 1.13 Multiplayer (2)[message #189328] Sun, 22 June 2008 12:57 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
Hedgetrimmer
Haydent,

assuming locking tactical and transition can be implemented, wouldn

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189329] Sun, 22 June 2008 12:58 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
oh, and while i remember:

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=186385&page=0#Post186385

VS2005 Ekpress thread, look 4 my posts

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189414] Mon, 23 June 2008 21:38 Go to previous messageGo to next message
ebak is currently offline ebak

 
Messages:5
Registered:June 2008
The last build (ja2_release_2222) seems more stable than the previous one i played (2205). We haven't played that many games in 2222, but it seems more stable - 1 crash out of 9 games played

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Private
Re: JA2 1.13 Multiplayer (2)[message #189565] Wed, 25 June 2008 19:30 Go to previous messageGo to next message
Ioskeha is currently offline Ioskeha
Messages:1
Registered:June 2008
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
Re: JA2 1.13 Multiplayer (2)[message #189582] Wed, 25 June 2008 22:27 Go to previous messageGo to next message
Campingkocher is currently offline Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

In the MP-Package you can download is a good Readme that leads you through the steps to a MultiPlayer-Game.
To find players/games you can go into IRC (irc://quakenet/ja2-multiplayer). There you can ask for a game and discuss the settings for the server there. But in the last time there aren't so many players there Sad

Greets

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Corporal
Re: JA2 1.13 Multiplayer (2)[message #189794] Sun, 29 June 2008 19:17 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
I shall plaqy more often in the next weeks (hoping that i've got more spare time Smile )

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Staff Sergeant
Re: JA2 1.13 Multiplayer (2)[message #189865] Mon, 30 June 2008 12:49 Go to previous messageGo to next message
Atelophobia is currently offline Atelophobia
Messages:2
Registered:June 2008
Location: Munich, Germany
If you don't waste your time head directly to questions-section at the end of the posting Wink
-----

First of all: Thanks to haydent (and whoever contributed something)!

It's just awesome. A dream came true.

Played since JA1 (and DG too). Haven't been into Mods very much and I was still waiting for some kind of MP JA. Too bad Hired Guns got so bad reviews.
Played 1.13 some months ago during some kind of retro flash I had Wink

Yesterday I was looking for some kind of JA-MP and I found the first MP thread in here.
WOW. Tried it with a friend and it even works better than I wished. It's just great.
Seeing that there is still lots of support for this game just rocks.

But I could use some help and input from you. The fighting engine of JA has always been a little
mistery to me. I know how the interrupt basically works (Where is merc looking, XP-level, attchements like scopes (?)) but very often things are very random... well... they feel random to me.

Our biggest problem now when playing MP with my friend: We both don't want to move because we'll get interrupted and teared apart from a sniper rifle - no matter how we move - including crawling PLUS stealth mode. I guess nobody is off guard in the back of his team.
Yesterday I even won a match with 3 Mercs having permanently jammed and worn off guns...well.. and Scope. She took out every enemy Merc. (LAM attached)

I even thought about taking some kind of city map and limits like "sidearms only", "no sniper rifles".

My questions:

- Are there additional infos how the fighting engine works? Like cover calculation, linve of sight interrupts etc? (I know the LoS and Cover Keys but the benefit of this info is quite low for me.
- How could offensive gameplay be encouraged? Maybe by playing bought weapons in sector mid? (DG had a level with a central building providing cover and weapons)
- Will be explosives work in future release (or is it in the ini already?)?
- How do you play offensive and how do you make good use of non-sniper-rifles in MP Matches?


An idea for MP: How about an option, that you only round mode after pressing a key (best mapped to space because it'S very important of course). Why? This way the opponent doesn't realize when you are spying. Or maybe being able to switch off interrupts for your own merc who acts as a spy.

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Civilian
Re: JA2 1.13 Multiplayer (2)[message #189923] Tue, 01 July 2008 11:47 Go to previous messageGo to next message
haywire is currently offline haywire
Messages:2
Registered:July 2008
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
Re: JA2 1.13 Multiplayer (2)[message #189947] Tue, 01 July 2008 16:30 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
@Atelophobia,

Someone could make a map for MP that had a building in the center housing some decent weapons etc... and then just use it to replace some random wilderness sector and use it for MP.

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First Sergeant

Re: JA2 1.13 Multiplayer (2)[message #189954] Tue, 01 July 2008 19:07 Go to previous messageGo to next message
Atelophobia is currently offline Atelophobia
Messages:2
Registered:June 2008
Location: Munich, Germany
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
Re: JA2 1.13 Multiplayer (2)[message #190281] Tue, 08 July 2008 04:00 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
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

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Master Sergeant
Re: JA2 1.13 Multiplayer (2)[message #190283] Tue, 08 July 2008 04:09 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
Mikail
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?




this is what id be keen to have a crack at if i got back into coding this again...

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #190472] Thu, 10 July 2008 23:09 Go to previous messageGo to next message
Jackal von ÖRF is currently offline Jackal von ÖRF

 
Messages:13
Registered:May 2007
Location: Finland
Mikail
How about a persistent universe where people can log and off and the universe would continue to evolve as time went on?

I've been thinking about making a MMO remake of JA2 for some years (my original game concept notes are from 2004, and since 12/2007 I've been thinking about it regularly). It would need to be written from a scratch, but all the maps, graphics, sounds etc. could be imported from JA2.

It I ever manage to get enough time to start working on it, I'll inform these forums. But don't trust on it happening any time soon. Wink

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Private
Re: JA2 1.13 Multiplayer (2)[message #191239] Sat, 19 July 2008 22:07 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
- One important thing that should be synced are the cutted fence tiles.
Because now other clients do not see the cutted fence.

- 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.

- 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

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Sergeant Major

Re: JA2 1.13 Multiplayer (2)[message #191244] Sun, 20 July 2008 03:08 Go to previous messageGo to next message
Campingkocher is currently offline Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

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? Wink

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 Wink. 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 Sad

I think, these are the biggest things, I experienced in the last weeks.

Greets
Smile

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Corporal
Re: JA2 1.13 Multiplayer (2)[message #191247] Sun, 20 July 2008 03:53 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
yes, items are not synced, thus reproduced mercs will only ever have default loadout. the best way to go about further syncing is to implement raknet replica manager.

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #191265] Sun, 20 July 2008 09:52 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
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.
Next time I could use a debug exe, but I have no experiences in reading and interpreting the debug code Sad


Yes I also had the CTDs on the server (and ONLY on the server). But I did not know that before the CTD occurs that there are "endless clocks". I thought the CTDs were random.

Now I run all my server games in debug mode from Visual Studio 2005 to track down that bug.

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Sergeant Major

Re: JA2 1.13 Multiplayer (2)[message #191266] Sun, 20 July 2008 10:16 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
RoWa21


Now I run all my server games in debug mode from Visual Studio 2005 to track down that bug.




this is very good thing to do

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #191425] Mon, 21 July 2008 22:51 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
haydent
RoWa21


Now I run all my server games in debug mode from Visual Studio 2005 to track down that bug.




this is very good thing to do


I could track down the bug. It is exactly the same bug we already had earlier and you fixed it already one time haydent.

Please take a look at the following post:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=185333&page=1&fpart=6
It is post #186434 - 26 May, 2008 (the one with the visual studio screenshot)

As I said before, this is exactly the same bug. It crashes in the same method.

Now I can just copy/paste the text from the old post here:

"The problem seems to be that LATEST_INTERRUPT_GUY is set to 255. So the MercPtrs[ LATEST_INTERRUPT_GUY ] goes out of index, because it only has 155 entries.

I took a look at the following define in the watch window:
#define LATEST_INTERRUPT_GUY (gubOutOfTurnOrder[gubOutOfTurnPersons])

gubOutOfTurnOrder has a size of 147 elements. All elements are set to 0 except the first [0] element. This is set to 255. gubOutOfTurnPerson is set to 0. This is why LATEST_INTERRUPT_GUY is 255."

http://ja2.h758491.serverkompetenz.net/Wanne/JA2_MP_CTD_ONSERVER.PNG

Haydent, it would be cool if you can fix that bug because this is the only critical bug so far. All the other stuff works fine.

[Updated on: Mon, 21 July 2008 22:52] by Moderator

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Sergeant Major

Re: JA2 1.13 Multiplayer (2)[message #191455] Tue, 22 July 2008 02:47 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
is that screen shot new ?

and

the link to the post is broken...

is this just happening for Ai ?

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Master Sergeant

Re: JA2 1.13 Multiplayer (2)[message #191499] Tue, 22 July 2008 15:48 Go to previous messageGo to previous message
Campingkocher is currently offline Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

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 Smile Thank you Smile

Greets Smile

[Updated on: Tue, 22 July 2008 16:35] by Moderator

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Corporal
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