Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » JA2 1.13 Multiplayer (2)
Re: JA2 1.13 Multiplayer (2)[message #185996] Thu, 22 May 2008 23:34 Go to previous messageGo to next message
Marlboro Man

 
Messages:1259
Registered:October 2005
Location: USA
Not to mention catching your roll of TP on fire. :biglaugh:



Ok, enough off topic stuff here. Wink


Re: JA2 1.13 Multiplayer (2)[message #186232] Sun, 25 May 2008 13:47 Go to previous messageGo to next message
Nosko

 
Messages:15
Registered:May 2008
Location: Slovenia
http://www2.arnes.si/~lnosan/swift/noskofun/ja2mp1.jpg

Now that MERCs have gear price with their default price, it would be nice if there would be some information about their gear. Since there are no description in bio
Re: JA2 1.13 Multiplayer (2)[message #186236] Sun, 25 May 2008 14:29 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
sure this should be easy and something needed.


Re: JA2 1.13 Multiplayer (2)[message #186237] Sun, 25 May 2008 14:37 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

You (the server) can disable reinforcements in the JA2_Options.ini at the moment.
Quote:
; Allows militia reinforcements from near sectors
ALLOW_REINFORCEMENTS = FALSE


This disables enemy reinforcements too.

Greets
Re: JA2 1.13 Multiplayer (2)[message #186238] Sun, 25 May 2008 14:48 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
thanks camper, that will make it real easy for me to find a place to disable it in MP


Re: JA2 1.13 Multiplayer (2)[message #186264] Sun, 25 May 2008 17:03 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
modified mp bobby rays to show inv. also disabled reinforcements in MP,

also disabled bio text if missing.

http://img179.imageshack.us/img179/9794/screen001zf0.jpg

ps - things may be slow from time to time with ja2 dev, as ive been and will continue to be working and learning on 3 joomla websites, and getting some sleep.

If ur also wondering how far i will go with it... not far feature dev wise without some serious work to incorporate raknet replica manager, which i feel would be my next big dev if i where to but i dont have the time now and will be going to sydney again soon and be busy for a couple of months.

im still open to small tweaks and fixes though, so keep em coming.

it the way i see to do it properly with inventory and futures: http://www.rakkarsoft.com/raknet/manual/replicamanager.html

[Updated on: Tue, 17 June 2008 09:02] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #186366] Mon, 26 May 2008 13:59 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
disabled mp reading of ja2_options.ini to take default values only.

also looked into the xml issue and see it isnt as straight forward as there doesn't seem to be default options for this info in the source/exe ...

any suggestions ?


Re: JA2 1.13 Multiplayer (2)[message #186409] Mon, 26 May 2008 18:13 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
just had a go at 3 player coop (meduna), and it crash mid game... it seems higher chance of this happening in coop now...

please anyone who can run the game in debugging mode wit visual studio to find where in the code it is crashing...


get me the full call stack output please.

setup vs2005
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=186385&page=0#Post186385


Re: JA2 1.13 Multiplayer (2)[message #186415] Mon, 26 May 2008 18:58 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
http://www.hthring.com/01-ja2/call_stack.JPG


Re: JA2 1.13 Multiplayer (2)[message #186416] Mon, 26 May 2008 18:59 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
select all, copy, paste/post


Re: JA2 1.13 Multiplayer (2)[message #186418] Mon, 26 May 2008 19:02 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

Maybe because of the tanks in Meduna? Or have you disabled tanks in MP?
I never played Meduna in MP, because without explosives the tanks could not be destroyed...

Greets
Re: JA2 1.13 Multiplayer (2)[message #186419] Mon, 26 May 2008 19:06 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
we thought that coulb be a candidate , but it never seemed to fire and *may* be disabled due to projectiles being disabled (really spawning of tanks needs disabling)

but we just tryed again in alma and it crashed again, both times it is the server that goes down.

if we can get a call stack output from the crashed computer as per above it is easy fix...


Re: JA2 1.13 Multiplayer (2)[message #186433] Mon, 26 May 2008 21:42 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
haydent
we thought that coulb be a candidate , but it never seemed to fire and *may* be disabled due to projectiles being disabled (really spawning of tanks needs disabling)

but we just tryed again in alma and it crashed again, both times it is the server that goes down.

if we can get a call stack output from the crashed computer as per above it is easy fix...


I also had crashes to desktop on the server in 2 of 3 COOP games. I did not play maps with tanks, so the crashes do not depend on tanks. This crashes occured with the latest version. On older versions it did not crash.
For now I will run the server in debug mode to get the call stack for you.


Re: JA2 1.13 Multiplayer (2)[message #186434] Mon, 26 May 2008 22:00 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
I just had a crash on the server in debug mode. See the screenshot. Hope that helps.

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

EDIT: Just tried another game and it crashed there again. 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.

[Updated on: Mon, 26 May 2008 22:14] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #186493] Tue, 27 May 2008 13:04 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
*disable tank spawning, and fix bug causing lack of AI to spawn in maps with snipers or tanks.
*small change associated with hidden interrupts now occuring and not necessarily only being between AI to hopefully stop crashes. (thanks for the call stack!)
*added no gear option 4 MERC
*disable explosions


Re: JA2 1.13 Multiplayer (2)[message #186720] Wed, 28 May 2008 22:19 Go to previous messageGo to next message
DennisBergkamp

 
Messages:12
Registered:July 2007
Whoa, JA2 Multiplayer??? This looks awesome.

I've just read through most of the previous thread as well, I guess it's not possible yet to play a coop campaign? That would be amazing!! Are there any plans to implement it, or is this just not feasible?

Another thing I remember about JA2 is that the maximum amount of mercs is 18, is this still the case? Or has a patch come out to bump that max? It would just be amazing to play a 2vs2 team DM with 6 mercs on each team.

For now, I'll stick to some quick LAN games against my brother Smile
This is amazing work, haydent and RoWa, THANKS!!!
Re: JA2 1.13 Multiplayer (2)[message #186724] Wed, 28 May 2008 22:37 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
u can atleast do 4 teams of 4, even mafbe upto 6 or 7 mercs.

coop is fairly playable but only on a per sector per game basis.

there's always room for improvement... keep an eye on the irc channel if ur short a player...


Re: JA2 1.13 Multiplayer (2)[message #186901] Thu, 29 May 2008 23:49 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@all: I will build a new release (EN, DE, RU) tomorrow morning and then upload it. So you can test and play the new version.

EDIT: New multiplayer package is uploaded. See my signature for download.

[Updated on: Fri, 30 May 2008 07:27] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #187129] Sun, 01 June 2008 08:48 Go to previous messageGo to next message
haydent

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

-- EDITED BY SHANGA:
I got your answers, don't worry. We're just waiting for 2 more from the team and we'll publish it.
Please don't spoil the surprise yet.


[Updated on: Sun, 01 June 2008 18:58] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #187158] Sun, 01 June 2008 17:39 Go to previous messageGo to next message
Priest_Romeo

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

Hi to everyone!

First of all, I want to say great thanks from all russian and belorussian-spoken funs to all people who made it possible (multiplayer I mean Smile! Of course it was a kind of a dream for us a couple of years ago Smile Dreams come true Smile

One question: What's the difference between?

http://ja2.h758491.serverkompetenz.net/Multiplayer-haydent/beta/ and
http://ja2.h758491.serverkompetenz.net/Wanne/MP/
Re: JA2 1.13 Multiplayer (2)[message #187161] Sun, 01 June 2008 17:52 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
Priest_Romeo
Hi to everyone!

First of all, I want to say great thanks from all russian and belorussian-spoken funs to all people who made it possible (multiplayer I mean Smile! Of course it was a kind of a dream for us a couple of years ago Smile Dreams come true Smile

One question: What's the difference between?

http://ja2.h758491.serverkompetenz.net/Multiplayer-haydent/beta/ and
http://ja2.h758491.serverkompetenz.net/Wanne/MP/



http://ja2.h758491.serverkompetenz.net/Multiplayer-haydent/beta/ is out of date, now latest builds are in http://ja2.h758491.serverkompetenz.net/Wanne/MP/ thanks to rowan who can do it easier than me and my dialup...

hope u have fun, and make sure post back ur impressions. Razz


Re: JA2 1.13 Multiplayer (2)[message #187178] Sun, 01 June 2008 20:28 Go to previous messageGo to next message
Priest_Romeo

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

I would say too much fun! Me and my friend play the game several times, with different mods.
I made a weapon editor for Russian version of the game v1.02 from Buka, and few days ago for Russian v1.1.2.1 Gold. Visiting this forum few days ago I was just knocked out by this (I mean MP) thread and news.

Yesterday we spent 6-7 hours playing MP with my friend. Well that's awesome! But one thing that looked like a bug when we fired burst there were no burst just 2 shots or even 1 at all may be I updated the game in wrong way?
Re: JA2 1.13 Multiplayer (2)[message #187193] Mon, 02 June 2008 00:55 Go to previous messageGo to next message
Priest_Romeo

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

Seems to be a bug, only the first burst in the combat possible for any team. After that only single shots.

Btw, where can I look at the source, if it's possible. May be I can help.

[Updated on: Mon, 02 June 2008 00:56] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #187197] Mon, 02 June 2008 01:32 Go to previous messageGo to next message
Kaiden

 
Messages:518
Registered:September 2003
Their is a thread stickied in this forum which links to main branch of SVN, you can download from there. Just install an SVN client first. Most people on Windows here seem to like Tortoise, I personally use Rapid.


Re: JA2 1.13 Multiplayer (2)[message #187219] Mon, 02 June 2008 07:19 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
Priest_Romeo
Seems to be a bug, only the first burst in the combat possible for any team. After that only single shots.

Btw, where can I look at the source, if it's possible. May be I can help.



with burst are u using right click wile aiming ?? it is new feature to allocate more time holding down the trigger... u can spend variable AP's on it...

svn: https://81.169.133.124/source/ja2/trunk/GameSource/ja2_v1.13
svn client: http://tortoisesvn.net/
exe: http://ja2.h758491.serverkompetenz.net/Wanne/MP/
bugs/requests: http://ja2.discusrock.org/bugzilla/
play: irc://quakenet/ja2-multiplayer


Re: JA2 1.13 Multiplayer (2)[message #187356] Tue, 03 June 2008 10:22 Go to previous messageGo to next message
Priest_Romeo

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

Thanks Haydent, I should be more attentive while testing Smile So, one more thing I could not understand: the game hangs while Intrrupting, and if usually I can see "Interrupt [merc name] vs [merc name], in this situation nothing is written, but clock-cursor and that's it. It happens quite often. On my screen it shows my opponent's turn, on his screen my turn and turn's line is not moving! It seems smth. wrong here.

The next one, it seems to be a feature: Scope was laying behind a tree with a sniper rifle, and she saw an enemy at about 10-15 squares, after the shot it was still my turn and she noticed one more enemy behind that one without motion, it seemed that her range of view increased at about 6-8 squares. So, is that sniper rifle (optics) or just aiming gives such of a an ability to see far?
Re: JA2 1.13 Multiplayer (2)[message #187390] Tue, 03 June 2008 17:15 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Priest_Romeo

So, is that sniper rifle (optics) or just aiming gives such of a an ability to see far?


If you aim (press 'L' again in the currection you are looking) you have the ability to see far.


Re: JA2 1.13 Multiplayer (2)[message #187484] Wed, 04 June 2008 12:46 Go to previous messageGo to next message
Priest_Romeo

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

There are two iamges here:

When I noticed the first (closer) enemy by Ghost, I decided to shoot, after the shot, enemy interrupted me (1 st image) and directly after enemy's interruption or after my shot (what's most likely, cause I had the same thing in MultiPplayer) Barry noticed the second enemy (far one) (! look at the distance!). That means that smt. wrong in the engine, or may be it's a feature? Can anyone explaine?

1st http://www.turboimagehost.com/p/382438/1.JPG.html
2nd http://www.turboimagehost.com/p/382439/2.JPG.html

Moreover, playing MP yeterday it looked like our mercs were blind they noticed each other only at 6-7 squares !!! It happened once but it happened (Day time!)

[Updated on: Wed, 04 June 2008 12:50] by Moderator

Re: JA2 1.13 Multiplayer (2)[message #187489] Wed, 04 June 2008 13:22 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
There seems to be a problem updating the enemy numbers (the red ones on the portrait). In the second screenshot barry has enemy count [1], but he does not actually see the enemy. So the enemy count on barry's portrait is false. This is a known bug.


Re: JA2 1.13 Multiplayer (2)[message #187491] Wed, 04 June 2008 13:38 Go to previous messageGo to next message
Priest_Romeo

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

No, look attentively, there are two enemies on the map: closer one which was seen by the Ghost and the second one which was seen by the Barry after the burst shot of Ghost. At the bottom of the small map there is a red arrow u can c a red point it's the second enemy which was seen by Barry.
Re: JA2 1.13 Multiplayer (2)[message #187561] Thu, 05 June 2008 00:48 Go to previous messageGo to next message
Priest_Romeo

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

RoWa21
Priest_Romeo

So, is that sniper rifle (optics) or just aiming gives such of a an ability to see far?


If you aim (press 'L' again in the currection you are looking) you have the ability to see far.


U r totally wrong! Sniper scopes give such of ability and binocular. We and my friend stand Gus with HK and Scope with Hail m82 and 10x Sniper Scope attached. While aiming with L button the same direction Scope could see Gus at the range of 29 squares between them! With deattached Sniper 10x Scope it does not matter u r aiming or not the distance of discovering is 15 squares at day time 16.00 PM in desert open area. It means that optics give such of ability! There are fields in Items.xml 90 for Sniper 10x Scope what means, normal range - 15*0.9=13.5, 13.5+15=28.5 28.5 - total range of discovering for merc with 10x on the weapon while aimng.

Then, try to press Enter button while opponent's turn, and... u intercept his turn. It will be yours.

That's all for today... And I tried to change def items for mercs, but where should it be done? In Data-1.13 it seems anther items. In Data\BinaryData ProEdit does not show the Items just !!!!!!!!!::!!!!!!!!!!! or smt. like that.

...going to sleep... Good luck!
Re: JA2 1.13 Multiplayer (2)[message #187589] Thu, 05 June 2008 10:18 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
Priest_Romeo
That's all for today... And I tried to change def items for mercs, but where should it be done? In Data-1.13 it seems anther items. In Data\BinaryData ProEdit does not show the Items just !!!!!!!!!::!!!!!!!!!!! or smt. like that.

If you are using the New Inventory, then you'll need to change the MercStartingEquipment.xml.

EDIT: By the way, is starting equipment for multiplayer taken from the client computer's equipment list, i.e. could a player cheat by giving 'his' mercs better starting equipment?

[Updated on: Thu, 05 June 2008 10:22] by Moderator



Re: JA2 1.13 Multiplayer (2)[message #187684] Fri, 06 June 2008 10:28 Go to previous messageGo to next message
Priest_Romeo

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

Starwalker
If you are using the New Inventory, then you'll need to change the MercStartingEquipment.xml.


Ok. thanks Smile

Starwalker
By the way, is starting equipment for multiplayer taken from the client computer's equipment list, i.e. could a player cheat by giving 'his' mercs better starting equipment?


No, it has no any connection with cheating it was just needed for testing.
Re: JA2 1.13 Multiplayer (2)[message #187695] Fri, 06 June 2008 13:33 Go to previous messageGo to next message
Majek

 
Messages:444
Registered:January 2003
Location: Slovenia
Starwalker


EDIT: By the way, is starting equipment for multiplayer taken from the client computer's equipment list, i.e. could a player cheat by giving 'his' mercs better starting equipment?

Yes you can cheat. For now the game reads each players Prof*.dat files, .xmls as well as map files( so it0's a bit tricky to play in those special cache sectors because of variable maps ). If you modified any of that ... but that will all change eventually.
Re: JA2 1.13 Multiplayer (2)[message #187776] Sat, 07 June 2008 14:27 Go to previous messageGo to next message
DNA from the Lowlands

 
Messages:339
Registered:July 2003
2 things that came to mind .. maybe totally irrelevant, cheers.

(after reading people got the interupt but not the screenupdate)
I'm guessing that the interupts are defined as singleplayer-events,
probably only the rebel-faction (vanilla human-controlled) gets user-control.
-
The interupt is a tactical-thing, a stat-effect (it considers all parties/factions even non-human)
Screen-updates is a human-console thing for single-player. (Deidres troops don't need an interface
yet they do get the interupt ... and they know what to do widdit, the bastards Wink )
-
So uhm, tactical decides an interupt gets granted.
(PoNG !!! ?you did include the sample, right?)
Next there's 2 visible worlds: Player-1 / Player-2 (and somethings-tactical in between)
Pong !!! ye did not include the sample, I can see now.

'End Turn' - is like the olde 'over'.
A code/signal to let the radio operator know to switch plugs and let the receiver speak.
Tactical needs to add an 'over' after deciding it's time for an interupt.

Popopo-poNG !!! if it's so.

---

2nd. - Visible worlds Vs. one tactical world.
Players do share the same world - in tactical.
Players don't share the same world in the interface - it gets drawn twice on each players screen.
And these two interface worlds aren't always up to date, if badguys spotted aren't rendered.
(I wrote Deidres troops need no interface but ... this is silly.)

Perhaps a merc-for-merc turn-basis, bit like penalties at soccer-finales.
That way the screen should get redrawn before after a player-character moves.





Re: JA2 1.13 Multiplayer (2)[message #187832] Sat, 07 June 2008 20:54 Go to previous messageGo to next message
Kaiden

 
Messages:518
Registered:September 2003
@Rowa, was Multiplayer possibly built off of the NIV + badass mod? Or just NIV?


Re: JA2 1.13 Multiplayer (2)[message #187834] Sat, 07 June 2008 21:16 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Kaiden
@Rowa, was Multiplayer possibly built off of the NIV + badass mod? Or just NIV?


Only NIV + optional (INI Settings) for new tracer bullets.


Re: JA2 1.13 Multiplayer (2)[message #187839] Sat, 07 June 2008 21:33 Go to previous messageGo to next message
Kaiden

 
Messages:518
Registered:September 2003
Ok, was just trying to figure out what Khor was talking about in the Map Editor thread.


Re: JA2 1.13 Multiplayer (2)[message #187918] Sun, 08 June 2008 16:49 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@all: I uploaded a new multiplayer package (english, german, russian):

http://ja2.h758491.serverkompetenz.net/Wanne/MP/ja2_113_mp_2008_06_08.rar


Re: JA2 1.13 Multiplayer (2)[message #187962] Mon, 09 June 2008 09:48 Go to previous messageGo to previous message
Priest_Romeo

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

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.
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