Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » JA2 1.13 Multiplayer (2)
Re: JA2 1.13 Multiplayer (2)[message #191505] Tue, 22 July 2008 16:31 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
well im running linux (xubuntu) nomafter windows died on me ... i really like linux, but for now no VS unless i run a VM or install windows in another partition... possible but not likely right now...

i will try and fix this with u guys without it...

so what happened to the old thread ?? did it get canned or something coz i cant find it ???

as you point out 255 is some kind of end marker, and what is happening is an interrupt is being started for a soldier not there, and when a call is made to this soldier is CTD's (this is the most common reason for CTD).

i imagine whats happening (as b4 if i remember right) the count for the number of soldiers in the interrupt list is wrong, so it is awarding one too many( ie at the end there is no merk there)

im just setting up some linux dev tools so i can atleast search through the src easy, then im off to bed i will look furter into this though...


Re: JA2 1.13 Multiplayer (2)[message #191784] Fri, 25 July 2008 23:10 Go to previous messageGo to next message
dgoncalves

 
Messages:14
Registered:July 2008
Location: Brasil

What's up people?!
I'm new to this forum, been playing JA Unfinished Bussiness and like it a lot! Now I have this info that a MP game has been released, so I came in to check it out!

Any words of wisdom that I should take in consideration, since I read in a post that you have to install a fresh one from JA2, THEN install the MP mod...?

Hope you guys take it easy on me, since I'm the rookie. rs

See ya'll

[Updated on: Fri, 25 July 2008 23:12] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #191789] Sat, 26 July 2008 00:34 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
develino
What's up people?!
I'm new to this forum, been playing JA Unfinished Bussiness and like it a lot! Now I have this info that a MP game has been released, so I came in to check it out!

Any words of wisdom that I should take in consideration, since I read in a post that you have to install a fresh one from JA2, THEN install the MP mod...?

Hope you guys take it easy on me, since I'm the rookie. rs

See ya'll


well yeah, you prob need the latest ja2 files available here from the wiki or svn (includes NIV) then install mp into that. you can have multiple installations ifyou want to leave ur current intact.

the main words of wisdom is to keep in mind it is an amatuer project, not all functions in the sp game have been implemented in mp, but you can still have a fun shoot out in coop or dm/team-dm with upto 4 human opponents.


also, read the readme



Re: JA2 1.13 Multiplayer (2)[message #191791] Sat, 26 July 2008 00:49 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
in other bug related news i just had a little look through the code:

Synopses:

DisplayHiddenInterrupt is calling:
 MercPtrs[ LATEST_INTERRUPT_GUY ]->AdjustNoAPToFinishMove( TRUE );

on a soldier that is not there, ie an extra time than supposed too. (ala CTD)

DisplayHiddenInterrupt is only called by NPCDoesAct, and only if gfHiddenInterrupt == TRUE .

gfHiddenInterrupt is currently only set to TRUE by StartInterrupt and only if the interrupt for an AI team.

And because the computer that calculates the interrupt is the one doing the moving, the server is crashing coz it handles the AI.

Possibly either gfHiddenInterrupt is getting set when it shouldn't, gfHiddenInterrupt is not benig reset(i like this one) or there is something wrong with the interrupt list handling.

more soon...


Re: JA2 1.13 Multiplayer (2)[message #191792] Sat, 26 July 2008 01:00 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
in regards to the reset of gfHiddenInterrupt, it is only set to false in 4 places: (all in TeamTurns.cpp)

once in DisplayHiddenInterrupt

and thrice in EndInterrupt


Re: JA2 1.13 Multiplayer (2)[message #191793] Sat, 26 July 2008 01:02 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
ORFJackal
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


i remember you mentioning this b4, it would be big work Wink


Re: JA2 1.13 Multiplayer (2)[message #191805] Sat, 26 July 2008 01:46 Go to previous messageGo to next message
dgoncalves

 
Messages:14
Registered:July 2008
Location: Brasil

haydent

well yeah, you prob need the latest ja2 files available here from the wiki or svn (includes NIV) then install mp into that. you can have multiple installations ifyou want to leave ur current intact.

the main words of wisdom is to keep in mind it is an amatuer project, not all functions in the sp game have been implemented in mp, but you can still have a fun shoot out in coop or dm/team-dm with upto 4 human opponents.


also, read the readme



Tks haydent, appreciate your answer and took a note on that!
Hope to see you guys soon on mp IRC channel. Wink
hugs from Brasil.
Re: JA2 1.13 Multiplayer (2)[message #191806] Sat, 26 July 2008 01:50 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
im running linux at the mo, so unfort i wont be there, but pm rowa or camper, they r often there.


Re: JA2 1.13 Multiplayer (2)[message #191808] Sat, 26 July 2008 02:04 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
ok, for now heres a cheap solution to the crashes, it is to disable hiddeninterrupt, im not 100% what this bit is about, but i dont think it is too critical... try the fix and if it doesnt break anything we may leave it for now...

line 922: TeamTurns.cpp

if (!is_networked && gTacticalStatus.ubCurrentTeam == OUR_TEAM ) // if ( pSoldier->bTeam > OUR_TEAM && pSoldier->bTeam < 6) // cheap disable

i have added this to the svn


Re: JA2 1.13 Multiplayer (2)[message #191885] Sun, 27 July 2008 01:34 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

I compiled the new code today and tested it with redgun.
We had only 2 or 3 times a stuck of the AI (when the client (not the server!) was interrupted by AI). Pressing Alt+E only 1 time was enough and the game did not crash on the server, the whole game worked very good.
It should be tested some more times, but I think it is better now.
Thank you Smile

Here the new EXEs (English, German, Russian):
http://rapidshare.com/files/132701326/ja2_113_mp_2008_07_26.rar.html

Greets

[Updated on: Sun, 27 July 2008 01:35] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #191890] Sun, 27 July 2008 01:58 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
its good to hear this Smile


Re: JA2 1.13 Multiplayer (2)[message #191896] Sun, 27 July 2008 02:54 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
worked nearly perfectly. I'm even tempted to think that it works better than SP. at least compared to the last version i played in SP.
great work. You are the best. Smile

[Updated on: Sun, 27 July 2008 02:55] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #191997] Mon, 28 July 2008 04:12 Go to previous messageGo to next message
dgoncalves

 
Messages:14
Registered:July 2008
Location: Brasil

What's up people?
I got the MP (tks haydent for the info), and been playing with my bro here in our pvt lan; AWESOME, that
Re: JA2 1.13 Multiplayer (2)[message #192015] Mon, 28 July 2008 10:23 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
I wonder how a JA2 MMO would work? The only turn-based MMORPGs I know of are Dofus and Vantage Master Online (Tactica Online was planned but cancelled). I was disappointed with Dofus's combat system, and one of the FAQs for VMO contains a wishlist that would need to be fulfilled before one could make close comparisons with JA2.
Re: JA2 1.13 Multiplayer (2)[message #192033] Mon, 28 July 2008 13:20 Go to previous messageGo to next message
Jackal von

 
Messages:13
Registered:May 2007
Location: Finland
Please tell more about Dofus and VMO. I haven't played any of those. How is their battle system? What is good about it and what could be improved and how?
Re: JA2 1.13 Multiplayer (2)[message #192042] Mon, 28 July 2008 15:02 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

develino
What's up people?
I got the MP (tks haydent for the info), and been playing with my bro here in our pvt lan; AWESOME, that
Re: JA2 1.13 Multiplayer (2)[message #192043] Mon, 28 July 2008 15:11 Go to previous messageGo to next message
liquid

 
Messages:6
Registered:July 2008
Location: Franeker, the Netherlands
Are you guys already planning on releasing a coop multiplayer with the complete campaign? I'd really love that.
Re: JA2 1.13 Multiplayer (2)[message #192165] Tue, 29 July 2008 00:12 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
I'd love to see a respawn feature, which respawns dead mercs on their 'starting edge'.
It would be a great feature for human vs. human game play and it would allow objective based gameplay instead of 'find the other dudes and kill them' Very Happy
Re: JA2 1.13 Multiplayer (2)[message #192186] Tue, 29 July 2008 06:13 Go to previous messageGo to next message
dgoncalves

 
Messages:14
Registered:July 2008
Location: Brasil

Campingkocher

You can close JA2 with Alt+X. Works everytime I think.

Greets


Tks Camping bro, I'll do this next time.
Sorry for posting this question here too, next time will post at the right one (Mod Bug Reports), I guess.
hugs
Re: JA2 1.13 Multiplayer (2)[message #192187] Tue, 29 July 2008 06:15 Go to previous messageGo to next message
dgoncalves

 
Messages:14
Registered:July 2008
Location: Brasil

SharkD
I wonder how a JA2 MMO would work? The only turn-based MMORPGs I know of are Dofus and Vantage Master Online (Tactica Online was planned but cancelled). I was disappointed with Dofus's combat system, and one of the FAQs for VMO contains a wishlist that would need to be fulfilled before one could make close comparisons with JA2.


Wow! Would be a perfect world! LOL!

Want that too my friend, let's start the riot to a JA: World at Collapse (my idea of a tittle ahuehuahuha).

Cheers

[Updated on: Tue, 29 July 2008 06:16] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #192214] Tue, 29 July 2008 14:07 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

So, had some testing games with the new code, works really good without crashes.
Only 3 things:
1. The interrupts problem. When the AI interrupts a player (not server) it gets stuck often. Its a bit strange, i remember two types of hostile interrupts: "interrupt for AI team" and "interrupted". The first one works fine, the second one leads to a stucked AI and Alt+E helps. Maybe this helps to find the problem.
Maybe a temporarily feature would be better, to only end this interrupt and not the Alt+E-method (this gives new APs to the interrupted player). I don't know, if this is possible.

2. When all mercs of a player are "dying", the game sais, this team is wiped out. Other players can heal these dying mercs. But this player cannot play on.

3. It seems, that the AI is a bit more stupid than in singleplayer. Especially when shooting at them over a big range (with snipers for example). When they cannot see you, they are only running around. For example some tiles in your direction, than turning around and running back - every round.

Everything other works really really fine. Thank you Smile

Greets

[Updated on: Sat, 02 August 2008 14:25] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #192236] Tue, 29 July 2008 18:18 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
ORFJackal
Please tell more about Dofus and VMO. I haven't played any of those. How is their battle system? What is good about it and what could be improved and how?

I haven't played VMO at all, and only played Dofus for an hour or two. What I can tell you about Dofus is this: you must spend your action points within a certain amount of time or your turn ends automatically. I felt this time period was a bit short (maybe I am too old and slow?). Sometimes you'll see other players battling in the same "zone" as you are, but you don't really cooperate with them, everyone just kind of fights on their own. I don't know if there's any PVP or not. I didn't really play long enough to determine whether there is a point to the game, or whether the atmosphere improves.
Re: JA2 1.13 Multiplayer (2)[message #192283] Wed, 30 July 2008 00:07 Go to previous messageGo to next message
dgoncalves

 
Messages:14
Registered:July 2008
Location: Brasil

Campingkocher


1. The interrupts problem. When the AI interrupts a player (not server) it gets stuck often. Its a bit strange, i remember two types of hostile interrupts: "interrupt for AI team" and "interrupted". The first one worked (maybe this happened only, when the server got interrupted), the second one leads to a stucked AI and Alt+E helps. I'm not really sure. But maybe this helps to find the problem. Maybe a temporarily feature would be better, to only end this interrupt and not the Alt+E-method (this gives new APs to the interrupted player). I don't know, if this is possible.


Yep, I'm really into this (having this problem) right now, playing at home... rs.
Hope to hear from you people Razz
Hugs

[Updated on: Wed, 30 July 2008 00:24] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #192310] Wed, 30 July 2008 06:55 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
SharkD
I haven't played VMO at all, and only played Dofus for an hour or two. What I can tell you about Dofus is this: you must spend your action points within a certain amount of time or your turn ends automatically. I felt this time period was a bit short (maybe I am too old and slow?). Sometimes you'll see other players battling in the same "zone" as you are, but you don't really cooperate with them, everyone just kind of fights on their own. I don't know if there's any PVP or not. I didn't really play long enough to determine whether there is a point to the game, or whether the atmosphere improves.

BTW, Dofus has free as well as paid memberships, so you can try it out if you feel the need.
Re: JA2 1.13 Multiplayer (2)[message #192406] Thu, 31 July 2008 00:21 Go to previous messageGo to next message
Selene

 
Messages:23
Registered:July 2008
Hello to all ! :wave2: I'm new here and this is my first post Smile I'm a long time Jagged Alliance Fan and it's a pitty that I only now found out about this community Sad
I haven't played Jagged Alliance for a long time now, but I have passed all the JA games except the last one (Hired Guns - Jagged Edge).
Good ol' times - Lynx, Wolf, Fox, Grizzly and Cougar kicking asses all over Arulco, Tracona, Danubia. Very Happy Man that was so cool ! This game never gets old, despite it's seriously outdated graphics.

But now - Multiplayer !!! AWESOME ! I must try it even if it's the last thing I ever do Wink

Now I just need to figure out how to get everything to work.

Thank you guys ! And sorry for my poor English. Embarrassed

Oh, I forgot to ask, can you play a normal game with your friend(s) against AI or a deathmatch agaist each other in this MP ?
Re: JA2 1.13 Multiplayer (2)[message #192407] Thu, 31 July 2008 01:03 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Hello,

it is easy to get JA2 1.13 Multiplayer running:

1.) Install JA 2
2.) Download the 1.13 MOD (Version 2085) and install it in your JA2 root folder
-> http://ja2v113.pbwiki.com/
3.) Download the latest multiplayer package (RAR-Package) and extract it in your JA2 root folder
-> http://ja2.h758491.serverkompetenz.net/Wanne/MP
4.) Edit the ja2_mp.ini for the multiplayer settings. Also read the readme_mp.html. Both files are in your JA2 root directory
5.) Start the game with the proper EXE

If you have any questions post them here.



Re: JA2 1.13 Multiplayer (2)[message #192408] Thu, 31 July 2008 01:27 Go to previous messageGo to next message
Selene

 
Messages:23
Registered:July 2008
Thanks RoWA21 for your quick response :bow: Downloading the files right now. :naughty:

EDIT: Okay, so I found my Jagged Alliance 2 Gold 1.10 CD, installed the game, applied the official 1.12 patch, after that - the latest 1.13 mod (build 2085) and then the latest MP release 2222. Modified the Ja2_mp.ini a bit.
Tested - everything worked fine under Vista SP1 32 bit. Now I need someone to test the MP game, but sadly I don't have any friends who would be intrested in JA 2 Sad Anyone for a good ol' JA2 MP game with a newbie ? Embarrassed
Are there any deticated servers for JA2 ? Smile Thank you in advance ! :bow:


Re: JA2 1.13 Multiplayer (2)[message #192421] Thu, 31 July 2008 10:24 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@selene: Fine that everthing works so far.
You can meet other JA2 1.13 Multiplayer gamers on IRC. Just download an IRC client (eg: Dana) and connect to

irc://quakenet/ja2-multiplayer

Have fun playing a nice cooperative game (only one sector yet) or a fantastic deathmatch game with up to 3 other players.


Re: JA2 1.13 Multiplayer (2)[message #192425] Thu, 31 July 2008 11:06 Go to previous messageGo to next message
Selene

 
Messages:23
Registered:July 2008
Big Thanks to both of you Haydent and RoWa21 !!! :cheers: Awesome experience. :clap: I always wanted to play JA2 co-op with a friend and finally the dream come true ! Smile
I talked in a friend to play a game with me and we both liked it very much. No problems connecting whatsoever. No crashes !
Now I'm eagerly waiting for a full co-op game :shake: and liberate Arulco once more.

Thank you again and keep up the nice work. You guys RULE ! :bow:
Re: JA2 1.13 Multiplayer (2)[message #192455] Thu, 31 July 2008 16:23 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
For some reason, one can't buy LBEs with bobby ray, which is quite some annoyance for NewInv users
Re: JA2 1.13 Multiplayer (2)[message #192642] Sat, 02 August 2008 14:35 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

We had some >2-players-games yesterday. CoOp works really fine now. I concentrated on the interrupts behavior. The "interrupt for AI team" works fine, the "interrupted" leads to stucked AI. Interrupts on the server always work.
And no crashes anymore. Smile
Another point is that sometimes there are "phantom" enemies. On the server (and maybe on some clients?) this enemy is dead, on one (or more?) clients it is critical or so. That is a bit strange.

In a team-deathmatch yesterday we had 2 strange situations:
1. In the beginning when I could see my allies, the game switched to round-based. After i ran out of visibility range of my allies, it switched back to realtime. Should be tested some more times.

2. In the middle of the game the game switched back to realtime. One client got an interrupt, but on the server (and the other clients? not sure) it was still realtime. I think, RoWa21 can say something more about this situation Smile


Everything other worked fine I think.

Thanks for this work Smile
Re: JA2 1.13 Multiplayer (2)[message #192679] Sat, 02 August 2008 19:57 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Campingkocher

2. In the middle of the game the game switched back to realtime. One client got an interrupt, but on the server (and the other clients? not sure) it was still realtime. I think, RoWa21 can say something more about this situation Smile


I did not get an interrupt. I think it was still realtime (the turn bar was not visible) so I think it was realtime. But I am not sure if my mercs could move. One thing I noticed was, that the merc portraits were partially shaded.


Re: JA2 1.13 Multiplayer (2)[message #192765] Mon, 04 August 2008 02:17 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
@ Haydent,


Hi Haydent,
I have played a few games (both coop & in teams) and it worked really great. And I enjoyed it really much. Think you guys did a great job. I have told you a while ago I would try it out, but I never really got there as I didn't have a clue about how to find the ja2-multiplayer channel to find/communicate with other players.
Anyway, wanna say thanks! Indeed a dream come true.

@Rowa
You too Rowa, thumbs up!
Enjoyed the game I've played with ya. Too bad about the power switch I stepped on Smile But I played some games with Redgun, Camp, & Divinity later and they were awesome. Still have to get a bit used to the windowed mode, but I'm catching up Wink Also have to find out how to adjust router settings to be a server, but I'll find out...

@ Redgun, Divinity, & Camp
Those were great games, catching up on ya! Can't wait for a rematch, guys... Thanks for the patience too.

@ All the rest
Were are you guys staying? It's so simple to join a game & if I had known it was this great, I had joined this group much earlier. You get great help from other players, so... give it a try. Player vs player is like another dimension.


Re: JA2 1.13 Multiplayer (2)[message #192767] Mon, 04 August 2008 02:18 Go to previous messageGo to next message
Blue_Fox

 
Messages:588
Registered:September 2006
Location: Netherlands
I tried several downloads but none works.
Where can i find a working one?
Re: JA2 1.13 Multiplayer (2)[message #192768] Mon, 04 August 2008 02:28 Go to previous messageGo to next message
Marlboro Man

 
Messages:1259
Registered:October 2005
Location: USA
Blue_Fox
I tried several downloads but none works.
Where can i find a working one?


In RoWa21's signature above.


Re: JA2 1.13 Multiplayer (2)[message #192771] Mon, 04 August 2008 05:15 Go to previous messageGo to next message
Blue_Fox

 
Messages:588
Registered:September 2006
Location: Netherlands
Thanks, i'll try it out.
Re: JA2 1.13 Multiplayer (2)[message #192781] Mon, 04 August 2008 11:13 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
Thor

Also have to find out how to adjust router settings to be a server, but I'll find out...


http://portforward.com/

Quote:

PortForward.com is proud to offer help setting up port forwarding on your router or firewall. Many Internet users are not aware of how to configure their router or firewall in order to use applications like Peer-to-Peer file sharing (PtoP), Internet Games, Web serving, FTP serving, WebCams, IRC DDC, and Instant Messaging such as AIM, ICQ, Yahoo and MS Messenger.

[Updated on: Mon, 04 August 2008 11:18] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #192788] Mon, 04 August 2008 12:26 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Thanks, Haydent! But I think I've figured it out with my D-link.

[Updated on: Mon, 04 August 2008 13:24] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #192867] Tue, 05 August 2008 00:04 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
Thor


@ Redgun, Divinity, & Camp
Those were great games, catching up on ya! Can't wait for a rematch, guys... Thanks for the patience too.


im looking forward to more games. however i'm short on time now, because of work overload. in addition i play OFP quite a lot recently.
Re: JA2 1.13 Multiplayer (2)[message #193188] Thu, 07 August 2008 23:05 Go to previous messageGo to previous message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Ran into folling runtime error while doing nothing special at all:


Assertion failure-- Line 3042 in A:\interface.cpp

Missing interface\timebaryellow_800x....(something)

Was using builld 2296

[Updated on: Thu, 07 August 2008 23:07] by Moderator

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