Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » JA2 1.13 Multiplayer (2)
JA2 1.13 Multiplayer (2)[message #185333] Thu, 15 May 2008 22:14 Go to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
Okay, we start a new fresh thread here.

Can someone of the admins sticky it. Thanks.

First multiplayer thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=165740&page=1&fpart=1



Re: JA2 1.13 Multiplayer (2)[message #185338] Thu, 15 May 2008 22:38 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

Okay, the bugs I've seen in the few games today:
- mercs drop their default equipment instead of the real equipment (they HAVE their default equipment for the other client) -> see old thread for details
- bullets (white points) are staying visible in the air sometimes
- dying enemies are not possible to hit (it seems so, not really sure) <-- should be tested in further games
- I ran with a merc around a corner, other client's merc sat at the wall, other client got interrupt but could not see my merc -> had to go a tile away and turn around to see my merc.

Was a good game anyway, good work Smile

Greets

[Updated on: Fri, 16 May 2008 02:53] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #185343] Fri, 16 May 2008 00:58 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
One "critical" bug I noticed today in a COOP game:
In turn based, suddenly the message appeared: "Kicked client #115".
Then suddenly one of my two merc was gone. On another client this happened also at the same time. After that the game was very buggy. But this happened only once so far.

As mentioned before, the only "real" bug in COOP is the stucking enemies bug. What be cool if that one can be fixed. Otherwise the game worked great.





Re: JA2 1.13 Multiplayer (2)[message #185346] Fri, 16 May 2008 02:44 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
"alas you have found my weakness" ...

Inventory is not synced, and wont be right now

i will look into the following first.

Quote:

In turn based, suddenly the message appeared: "Kicked client #115".
bullets (white points) are staying visible in the air sometimes

[Updated on: Fri, 16 May 2008 03:00] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #185347] Fri, 16 May 2008 02:52 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

I had a CoOp game too, with Goldline. Worked very very well, the AI was really good and got stuck only 2 or 3 times. But they flanked me and threw grenades. One merc fell to ground and I could not do anything with him a few rounds - until the game switched to realtime. Then he got up and was able to move again.

Maybe it is possible to disable Explosives and (Gas-)Grenades for the enemy, until these things are implemented?

Thank you for the Multiplayer, it works very well already. Great work!

Greets
Re: JA2 1.13 Multiplayer (2)[message #185348] Fri, 16 May 2008 03:01 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
i will look in to this too;

"Maybe it is possible to disable Explosives and (Gas-)Grenades for the enemy, "


Re: JA2 1.13 Multiplayer (2)[message #185363] Fri, 16 May 2008 07:13 Go to previous messageGo to next message
SpaceViking

 
Messages:757
Registered:January 2004
Location: Rochester, Minnesota, USA
In a single player game the use of the variable ENEMY_ENABLED is wrong. It is possible to get into a fight with that set to 0 and then the code that insert enemies into a sector never gets executed.

The problem occurs in AddPossiblePendingEnemiesToBattle.

For a single player game if I am reading your changes correctly ENEMY_ENABLED either has to always be 1 (TRUE) or you have to somehow skip that test at the start of AddPossiblePendingEnemiesToBattle.


I am not sure but this might be the problem, or at least part of the problem:

C:\Documents and Settings\Bill\Desktop\JA2 Source\Multiplayer\connect.h(19):extern int ENEMY_ENABLED;
C:\Documents and Settings\Bill\Desktop\JA2 Source\Multiplayer etwork.h(24): int ENEMY_ENABLED;
C:\Documents and Settings\Bill\Desktop\JA2 Source\Multiplayer\client.cpp(243): int ENEMY_ENABLED=0;

Notice that ENEMY_ENABLED is defined in two different header files but in network.h it is not extern.


Re: JA2 1.13 Multiplayer (2)[message #185378] Fri, 16 May 2008 11:36 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
* fixed bullet artifacts and removal !
* hopefull disable of grenades
* added a LOS check from your mercs to a door to see if it should be animated or not.

* looked into the "ENEMY_ENABLED" issue, it is not double defined, the one in network.h is part of a struct and not connected. made some changes to do tests for ==0 or ==1 rather than boolean. but i believe there must be some misunderstanding possibly. ENEMY_ENABLED only enables or disables the enemy AI, And only when coop is enabled... when its not there is no ai whatsoever, but you can still get into deathmatch battle under the various ini settings.

enjoy, the bullets are finishing themselves off much better now ! Smile


(in the svn now)


Re: JA2 1.13 Multiplayer (2)[message #185379] Fri, 16 May 2008 11:37 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
* hopefull disable of grenade (for AI)


Re: JA2 1.13 Multiplayer (2)[message #185400] Fri, 16 May 2008 16:38 Go to previous messageGo to next message
SpaceViking

 
Messages:757
Registered:January 2004
Location: Rochester, Minnesota, USA
haydent, look in AddPossiblePendingEnemiesToBattle in Queen Command.C. There is this bit of code near the top:

	// haydent
	if ((is_client && !is_server) || ENEMY_ENABLED==0)
	{
		return;
	}

I noticed in a single player game that when I was waiting in a sector and soldiers arrived they were not placed on the map. I traced the failure to that spot where the function was returning instead of going on to the code that follows and actually placing soldiers on the map. Notice that if ENEMY_ENABLED is 0 (which it would always be in a single player game, right?) you can NEVER get beyond that point. Perhaps in a single player game ENEMY_ENABLED ought always be 1?


Re: JA2 1.13 Multiplayer (2)[message #185460] Sat, 17 May 2008 02:07 Go to previous messageGo to next message
Nitem4re

 
Messages:14
Registered:April 2008
Location: America
BTW, Terry Slay is missing from MERC website!
Re: JA2 1.13 Multiplayer (2)[message #185483] Sat, 17 May 2008 10:41 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
SpaceViking
haydent, look in AddPossiblePendingEnemiesToBattle in Queen Command.C. There is this bit of code near the top:

	// haydent
	if ((is_client && !is_server) || ENEMY_ENABLED==0)
	{
		return;
	}

I noticed in a single player game that when I was waiting in a sector and soldiers arrived they were not placed on the map. I traced the failure to that spot where the function was returning instead of going on to the code that follows and actually placing soldiers on the map. Notice that if ENEMY_ENABLED is 0 (which it would always be in a single player game, right?) you can NEVER get beyond that point. Perhaps in a single player game ENEMY_ENABLED ought always be 1?



If seems you are right SpaceViking. ENEMY_ENABLED is only a multiplayer that is used for multiplayer code. So I would but at "is_networked" condition around this condition. So that this condition is not exexuted in single player mode.


Re: JA2 1.13 Multiplayer (2)[message #185486] Sat, 17 May 2008 11:39 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
@haydent: In your latest source code you committed (2169), there seems to be issues with COOP.
There are no enemies, civils, ... on the map. I have set all the variables in the ja2_mp.ini:

ENEMY_ENABLED = 1
CREATURE_ENABLED = 0
MILITIA_ENABLED = 1
CIV_ENABLED = 1

I have looked at the source and all this variables are always set to 0. Can you take a look at the source. In revision 2167 it works.


Re: JA2 1.13 Multiplayer (2)[message #185500] Sat, 17 May 2008 14:14 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
is bugzilla still active?

played with majek today and found this:
- Iggy comes with a rocket-rifle (high class merc with

[Updated on: Sat, 17 May 2008 17:28] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #185508] Sat, 17 May 2008 15:51 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
redgun

- inventory style not synced


This is not a bug. Some people like to play with old and others with new inventory. So each client can decide the inventory.


Re: JA2 1.13 Multiplayer (2)[message #185510] Sat, 17 May 2008 15:52 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
hmm, i see.
so every1 is going to chose old then, i guess.
changed standard loadouts, just noticed that new inv has advantages too. ie some better weapons with some mercs

[Updated on: Sat, 17 May 2008 16:24] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #185514] Sat, 17 May 2008 17:32 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
if MP7 needs to go to submachineguns what about Magpul? XDDD or that 5.56mm pistol? XDD
Re: JA2 1.13 Multiplayer (2)[message #185544] Sun, 18 May 2008 05:54 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
added slay
> $$$ 4 iggy
fixed coop
stopped speck talking
preopened merc account
CREATURE_ENABLED = 0 no longer has any effect u can remove it from ur ini
ALLOW_CUSTOM_NIV = 1 -> new server ini variable, please add
added gear cost to MERC's

please feel free to make suggestion on MERC NPC costs...


Re: JA2 1.13 Multiplayer (2)[message #185570] Sun, 18 May 2008 16:20 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
as always very good work - you're the best Very Happy

Coop with RoWa today:
- alt-e to enemies turn (only if it is very easy to do)
- sync of doors (enemy opened it)
- enemy turn sometimes stuck (dont know why yet)
- death messages

features which would be nice to have:
- inter-client healing
- inter-client object passing

[Updated on: Sun, 18 May 2008 17:19] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #185605] Mon, 19 May 2008 05:12 Go to previous messageGo to next message
spalVl
Messages:2
Registered:April 2008
Played a 3 person Co-op, wow was this FUN!!! Really great job.

Issues noted:
Enemy turn lock mention above (ALT+E mostly works)
Bobby Ray's store selection is client based
Dropped items are dropped at rate of 1 for each per player
Ran into a situation where 2/3 Clients were sharing same turn (maybe ALT+E related)
Friendly team healing doesn't work (but do gain exp)

Someone in the previous thread mentioned how campaign coop would be "too long". I strongly disagree RPG games like Baulder's Gate and Never Winter Nights are tons of fun coop.

Very nice work, thanks
Re: JA2 1.13 Multiplayer (2)[message #185608] Mon, 19 May 2008 06:13 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
added sync for bandaging anim and ability to heal other teams
add names to end turn dialog.

thanks for the comments & feedback, will look into it all


Re: JA2 1.13 Multiplayer (2)[message #185613] Mon, 19 May 2008 07:18 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
fixed opponent count error


Re: JA2 1.13 Multiplayer (2)[message #185644] Mon, 19 May 2008 14:18 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
synced merc collapse
'resolved' timer cursor lockups
add new server ini variable: DISABLE_SPEC_MODE = 0
possible lessening of chance for AI to Lockup.


Re: JA2 1.13 Multiplayer (2)[message #185709] Mon, 19 May 2008 22:19 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
played a 2 client COOP game with camping. In general it was nearly perfect.
Some things I noticed:

- AI lockup was nearly perfect, only two times I had to press ALT + E. The problems mainly seems on enemies interrupt
- some bullets (dots) are sometimes remaining on the screen. But much better than before
- I got the "All bandaged" message, but not my mercs or camping's mercs were all bandaged
- Sometimes merc from other client makes animation (croch, prone, crouch, prone, crouch, ...) in an endless loop, until the client gets the turn. This also happens sometimes with enemies on client > 1.

EDIT: PS: Now it is also possible to player multiplayer in fullscreen Smile Switching with ALT + TAB works fine to.

[Updated on: Mon, 19 May 2008 22:51] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #185730] Tue, 20 May 2008 04:25 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
RoWa21
played a 2 client COOP game with camping. In general it was nearly perfect.
Some things I noticed:

- AI lockup was nearly perfect, only two times I had to press ALT + E. The problems mainly seems on enemies interrupt
- some bullets (dots) are sometimes remaining on the screen. But much better than before
- I got the "All bandaged" message, but not my mercs or camping's mercs were all bandaged
- Sometimes merc from other client makes animation (croch, prone, crouch, prone, crouch, ...) in an endless loop, until the client gets the turn. This also happens sometimes with enemies on client > 1.

EDIT: PS: Now it is also possible to player multiplayer in fullscreen Smile Switching with ALT + TAB works fine to.


really ,... WOW ! great

made some small changes to hopefelly help the stance bug and removed the all bandaged message.



Re: JA2 1.13 Multiplayer (2)[message #185786] Tue, 20 May 2008 19:56 Go to previous messageGo to next message
Goldline321

 
Messages:40
Registered:May 2008
...

[Updated on: Tue, 20 May 2008 20:01] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #185799] Tue, 20 May 2008 22:13 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

Hi!

I compiled a new EXE with the new sourcecode and noticed some things:
- the stance bug seems to be fixed (Thank you!! Smile )
- interrupts in CoOp-games (with AI) cause the AI to lockup (Everytime I saw an enemy and I had enough APs for an interrupt, the AI crashed. With not enough APs the AI did not crash. This happened many times this game. And I never got an interrupt in CoOp-games...)
- the new EXE does not refresh the game-window, when it is not active. Example: I start the EXE and immediately I switch to an other window (Winamp for example). In the background JA2 starts, with a black screen and then the texts "start new game" etc. but no background. When clicking on the window, everything is okay. The same ingame: The mercs and their background are refreshed, but the whole other map-background is NOT refreshed.
http://www.abload.de/thumb/ja2_screen0th.jpg
Maybe it is a failure in the settings of my compiler, but: Compiles with older sourcecode (from early yesterday for example) work fine.


That's all I think.

Greets

[Updated on: Tue, 20 May 2008 22:19] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #185814] Wed, 21 May 2008 00:35 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
i checked the screen update issue you mention and it does it for me too. this is only since changes not by me, maybe rowan knows ?? it only shows/updates animated parts and not whole screen when not active...


http://img98.imageshack.us/img98/7751/screenwg5.jpg


Re: JA2 1.13 Multiplayer (2)[message #185816] Wed, 21 May 2008 01:18 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
i have disabled spawning on roofs


Re: JA2 1.13 Multiplayer (2)[message #185817] Wed, 21 May 2008 01:21 Go to previous messageGo to next message
BirdFlu

 
Messages:445
Registered:September 2007
Location: Lampukistan
this should fix the problem

Index: sgp.cpp
===================================================================
--- sgp.cpp	(revision 2189)
+++ sgp.cpp	(working copy)
@@ -387,7 +387,7 @@
 			break;
 		case FALSE: // We are suspending direct draw
 
-			//if (iScreenMode == 0)
+			if (iScreenMode == 0)
 			{
 #ifdef JA2
 						// pause the JA2 Global clock

Re: JA2 1.13 Multiplayer (2)[message #185819] Wed, 21 May 2008 01:34 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
that works great ! it can still alt tab frm full screen too.

-fixed refresh bug

thanks for the prompt reply.


Re: JA2 1.13 Multiplayer (2)[message #185862] Wed, 21 May 2008 13:24 Go to previous messageGo to next message
haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
fixed up AI interrupts


Re: JA2 1.13 Multiplayer (2)[message #185865] Wed, 21 May 2008 14:08 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

Hi there. Uploaded the new EXEs on Rapidshare.com and Rapidshare.de.
I also added the new server-variable in the ja2_mp.ini.

Thank you haydent for all this.

Greets
Re: JA2 1.13 Multiplayer (2)[message #185909] Wed, 21 May 2008 20:21 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
played some 4P coop today:

game crashed a few times (to desktop)

minor problems
> alt-e not working as intended (switches to back to enemy on occasions)
> enemy turn stuck (twice - both enemy interrupts)
> turn bar jumping back and forth sometimes


requests:
> could we have Mike in M.E.R.C pls?
> reflex on MG3 (only if it is easy)
Re: JA2 1.13 Multiplayer (2)[message #185914] Wed, 21 May 2008 21:34 Go to previous messageGo to next message
Nosko

 
Messages:15
Registered:May 2008
Location: Slovenia
Mike! Yes great idea! I havent played him since deadly games. I wanna play him again Razz Very Happy
Re: JA2 1.13 Multiplayer (2)[message #185940] Thu, 22 May 2008 11:17 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
redgun
reflex on MG3 (only if it is easy)

Easy to do, but I handled that thing myself and would not know where to mount a reflex sight in reality. Would need a gunsmith to do that.

What do others think?


Re: JA2 1.13 Multiplayer (2)[message #185958] Thu, 22 May 2008 15:28 Go to previous messageGo to next message
Marlboro Man

 
Messages:1225
Registered:October 2005
Location: USA
Quote:
What do others think?


I don't see the logic. I would not want a reflex site on the MG3 or any other LMG. To me it would be just in the way.


Re: JA2 1.13 Multiplayer (2)[message #185974] Thu, 22 May 2008 18:00 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
actually, reflex sight or red dot sight on MG3 makes sense and is used by military. here

[Updated on: Thu, 22 May 2008 18:19] by Moderator


☆★GL★☆
Re: JA2 1.13 Multiplayer (2)[message #185977] Thu, 22 May 2008 18:56 Go to previous messageGo to next message
Marlboro Man

 
Messages:1225
Registered:October 2005
Location: USA
Quote:
actually, reflex sight or red dot sight on MG3 makes sense and is used by military.


Yeah maybe, depends on the person who is going to be using it I guess. You could also mount a toilet paper holder handle on it too, but it would not make it right. Very Happy


Re: JA2 1.13 Multiplayer (2)[message #185984] Thu, 22 May 2008 21:17 Go to previous messageGo to previous message
Lassepdsn
Messages:1
Registered:May 2008
I wouldn't ever need to put a sight on my MG3 (shot it today actually, Norwegian army), only reason why I could have use for it, is if I'm on an observation post and I'd actually would like a scope on it. But again, the MASSIVE heat and ratteling would destroy anything, and melt the plastic on aimpoints and stuff.

Just after 25 rounds in bursts of 3-6, the pipe is too hot to even touch..

On LMGs, yeah maybe, depends on the model.
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