Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » Tested MP ver 1.2
Tested MP ver 1.2[message #227641] Fri, 17 July 2009 19:19 Go to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
Hello everyone,

Together with a friend I have tested some games in MP ver 1.2 (+ latest svn release (e.g. checking for new files before playing a game on both PC's.)

I don't know if this game works properly when using hamachi to get a secure tunnel, any ideas? I have been using it to play here's what I can recall from them:

Playing one game via > svn update > start game > start mp > start laptop > start hiring > start playing. this game will go well and does not crash upon both of us.

On the other hand when we click continue and try a new game there are some weird things going on.

A: Sometimes we are both entering the sector on the same edge. with or without random insert points. (normal???)

B: Sometimes it seems that my PC is in some sector and the other PC is in the default starting sector. Resulting in mercs going thru trees and walls and such. (dunno if this is the same as others reported?)

C: Most games done after continue cannot end. Crashing to desktop at random.. or right after one player sees another player. (switching from real time to combat)

D: Some games with bobby ray's on have diffferent items in shop. (e.g. the other PC sees the emergency medikit (with the syringe in it) and I do not see that item.)

E: I also have seen a few sync problems where I see the enemy walk to a location a few times over and over.

F: I have seen mercs go prone in a building on the other end of the map where normally I could not see him without scope on and a clear LOS. Even the screen scrolls to that position when it happens. (I've seen a post in the forum about this..)

I have tried a few things to go arround some issues but to no avail. I have made sure that we both use fresh installations and updates. There are no other mods installed.

Can I try some more things to make it work better? Or should we hang on untill mp ver 1.3 is made public?

BTW: I am myself learning to program in PHP and am building my first text game on one of my servers to host in any browser.. Yet it is far from finished.. I don't know anything about JA programming and what programmes to use for it, does any of you know where to get some beginners help. lol... I may have ideas to contribute back into JA2 (perhaps even for MP)...

-Crazybite
Re: Tested MP ver 1.2[message #227645] Fri, 17 July 2009 19:27 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
It's written in C/C++.

Grab the source code from SVN (look in the stickied topics in the 1.13 Development forum)

They've been using MS VS 2008 lately. You can download the VC 2008 EE from Microsoft for free (Google for MS Visual C++ 2008 Express Edition).

Start reading through the source code and looking for comments. Most of the game starts and stops in the files SGP.c* and gameloop.c*.

[Updated on: Fri, 17 July 2009 19:30] by Moderator

Re: Tested MP ver 1.2[message #227648] Fri, 17 July 2009 19:32 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
Thanks monk,

Ah ok C/C++ has some similarities to PHP, but I'm still learning that language..

vs... visual studio?
I think I may have seen that programme before... but never used it im sure.

commented code sounds great... I might have a go and try to read that.
Re: Tested MP ver 1.2[message #227650] Fri, 17 July 2009 19:36 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
Er, don't get excited yet! The comments are sparse but they're there. Read the code starting with SGP and go from there so it makes a bit more sense how the game is put together.

Edit: There's a decent fairly basic tutorial for C++ here. Smile

[Updated on: Fri, 17 July 2009 19:41] by Moderator

Re: Tested MP ver 1.2[message #227954] Sun, 19 July 2009 22:12 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
G: adding modified xml files into MULTIPLAYER/Servers/My Server/TABLEDATA and hosting the game does not seem to work? e.g. modified mercstartinggear.xml but the connecting pc keeps having default items for aim personell...

does anyone else have solution for this?
Re: Tested MP ver 1.2[message #227956] Sun, 19 July 2009 22:24 Go to previous messageGo to next message
BrainDonor

 
Messages:34
Registered:January 2006
Location: Ontario
Pretty easy solution for this actually, just send the file to your opponent beforehand using your favorite file transfer method (MSN Instant Messenger for example, or email). they can make a backup of their original. Until it gets synced this is probably the only solution, and while it's not the most elegant, it is fool-proof.
Re: Tested MP ver 1.2[message #228040] Mon, 20 July 2009 11:09 Go to previous messageGo to next message
RoWa21

 
Messages:2049
Registered:October 2005
Location: Austria
Crazybite
G: adding modified xml files into MULTIPLAYER/Servers/My Server/TABLEDATA and hosting the game does not seem to work? e.g. modified mercstartinggear.xml but the connecting pc keeps having default items for aim personell...

does anyone else have solution for this?


It could be that not all XML files in the TableData folder get reinitialized on the client side. I will take a look what the problem could be with the mercstartinggear.xml.


Re: Tested MP ver 1.2[message #228046] Mon, 20 July 2009 12:00 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
RoWa21
....

It could be that not all XML files in the TableData folder get reinitialized on the client side.


also @ braindonor: When I modified xml files (read: mercstartinggear.xml) inside data-v113 and put the data-v113 folder also on the other machine in my network it still not works. I read something about it being read from prof.dat? I thought this was all externalised to xml??

How do you manage to do this then?

RoWa21
I will take a look what the problem could be with the mercstartinggear.xml.


Thanks bunches!

[Updated on: Mon, 20 July 2009 12:21] by Moderator

Re: Tested MP ver 1.2[message #228051] Mon, 20 July 2009 12:09 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
when it would work I could take a look into the balancing and default startinggear so you won't have to fight with things that do not work or things that do not hurt your opponent...

everytime my friend and I seem to end up buying the top two rows mercs from aim and not the other ones when we do not use bobby ray to pack up. A lot of merc dudes seem to be underpowered by having even less startinggear.

btw RoWa, any thoughts on the list from my first post?

[Updated on: Mon, 20 July 2009 12:11] by Moderator

Re: Tested MP ver 1.2[message #228054] Mon, 20 July 2009 12:17 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
I think D is becouse bobby ray is client based. Solution? I think let all players start a new single player game before joining/starting a server and select the proper bobby ray selection?

I can confirm A, before putting your mercs into the sector we ended up being in the same edge. happens more likely on top and bottom edge than for left and right??

For two player games it is perhaps better to always enter a sector on the opposite end of each other.

Example: One player may enter on left, one player on top. the player on the left puts his mercs more on the top edge and the top edge player puts his mercs on the left side of his edge. Resulting in immediate action, this happened a few times and WILL make for a very short game.
Re: Tested MP ver 1.2[message #228090] Mon, 20 July 2009 16:29 Go to previous messageGo to next message
RoWa21

 
Messages:2049
Registered:October 2005
Location: Austria
@D: Yes Bobby Ray is client based. All clients should have the exact same items from Bobby Ray. Will be fixed in next MP Version 1.3

@A: This could be of a result of that the selected sector does not have the selected edgepoint set. If the selected edgepoint does not exist it will automatically take the next valid edgepoint for the sector.

@C: Do you mean when you click in the Scoreboard screen on the "Continue" button after a game has ended? Where does it crash? (On the server or the client?)

@E: This can happen if an enemy has been interrupted. On the client the enemy walks in an endless loop until the next turn. This is just a "cosmetical" bug.

@F: This needs investigation. Seems to be a line of sight problem.


Re: Tested MP ver 1.2[message #228173] Mon, 20 July 2009 23:47 Go to previous messageGo to next message
BrainDonor

 
Messages:34
Registered:January 2006
Location: Ontario
@Crazy: if the info is being read from your prof.dat file, then try sending your opponent your prof.dat file. logically, that should work.


Re: Tested MP ver 1.2[message #228182] Tue, 21 July 2009 00:54 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
@BD: I will try that than.. hopefully..

@RoWa C: The first game ends we get scoreboard. Then I click continue and we set up the second game and start it. (we can walk arround in real time..) but when someone sees an opponent. (be it me or my opponent seeing me)

E: we did not play co-op or teams just deathmatch games. Seems cosmetical to mee to since no crashing or my opponent not being in the right place for both machines at turn hand over.

F: it happened on only a few games.. (but not every time we did the same thing.. plus it could simply be that some sectors are not synced properly and we didn't know of that..)
Re: Tested MP ver 1.2[message #228613] Wed, 22 July 2009 20:10 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
@BD BrainDonor
@Crazy: if the info is being read from your prof.dat file, then try sending your opponent your prof.dat file. logically, that should work.


I've uploaded my prof.dat file to my other computer in the network and started a game. Single player goes well and shows the proper weapons I put in mercstartinggear.xml. This has always worked for single player.

But in multiplayer it still shows the default gear. When starting as a server on either machine, the server will use the proper xml file and the connecting client uses something else then.

I also tried to copy the other .dat files where prof.dat is located to the server, this gave same result.

I made sure that both PC's have the same exact JA2 installation, v113 from SVN + the 1.2 mp downloaded seperatly and then updated via SVN.

Without this working we cannot alter the gameplay experience.

[Updated on: Wed, 22 July 2009 20:11] by Moderator

Re: Tested MP ver 1.2[message #228627] Wed, 22 July 2009 22:40 Go to previous messageGo to next message
BrainDonor

 
Messages:34
Registered:January 2006
Location: Ontario
I'm not a coder, but I'm sure there is a workaround for this, and I'd love to find it, because I love finding workarounds, but I won't have access to my pc for another 2.5 weeks. and the xml files will probably be fixed and implemented by then.

Or somebody with knowledge of the source code could tell you what file the client is taking it's info from and you could edit it accordingly.

actually, maybe there is no workaround for it... but still, that default gear has to be coming from somewhere...you could try trial and error with the files, cause it's gotta be one of them.
Re: Tested MP ver 1.2[message #228631] Wed, 22 July 2009 22:49 Go to previous messageGo to next message
RoWa21

 
Messages:2049
Registered:October 2005
Location: Austria
@crazybite: Bug with different mercstartinggear.xml is fixed.
Bug Info: Bug occured, when server selected NIV. On the client side still OIV was used (which was wrong) and therefore the merc starting gear was always read from prof.dat and not from mercstartinggear.xml

EDIT: I cannot reproduce bug #C. It does not crash on a new game it works fine. You have to wait for Version 1.3 and then try to reproduce the bug again...

EDIT2: Bug #D (Bobby Ray). Should also be fixed. This was a side effect of bug #C

[Updated on: Wed, 22 July 2009 23:31] by Moderator



Re: Tested MP ver 1.2[message #228792] Thu, 23 July 2009 19:37 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
Nice... has this been commited to svn version? or is it going to be in 1.3 and we have to wait for it?

Cause I tried to play another game and it wasn't working yet..

I've set it up just like the readme for this leaving my own data-113/TABLEDATA folder untouched.
and done this for the joining PC aswell.

The joining PC still saw the standard equipment.

@ NIV / OIV, I haven't noticed since I did not start any games actually. I have NIV selected, would selecting OIV make any difference then? (we'll see I'm gonna try it anyway)

update: when I select OIV in the server, the server does not use the modified xml files.

[Updated on: Thu, 23 July 2009 19:44] by Moderator

Re: Tested MP ver 1.2[message #228800] Thu, 23 July 2009 22:07 Go to previous messageGo to next message
RoWa21

 
Messages:2049
Registered:October 2005
Location: Austria
You have to wait for version 1.3 to be released, should be soon.

If you play OIV, mercstartinggear.xml has no effect. For OIV the merc starging gear is definied in the BinaryData\prof_[DIFFICULT_LEVEL].dat.


Re: Tested MP ver 1.2[message #228801] Thu, 23 July 2009 22:30 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
lets hope so RoWa.. it's already been a major effort by all of you to even get MP to work like it does now.

I don't think I'm gonna touch the profx.dat files in any way. I'll just hang on untill 1.3 is there and test some more stuff.

Btw what about other customized xml files .. does that sync and reinitilalise properly? I only started with mercstartinggear.xml ..
Re: Tested MP ver 1.2[message #228868] Fri, 24 July 2009 13:29 Go to previous messageGo to next message
RoWa21

 
Messages:2049
Registered:October 2005
Location: Austria
Yes other XML files should work, problem with mercstartinggear.xml was the wrong initialization of the inventory type.


Re: Tested MP ver 1.2[message #228885] Fri, 24 July 2009 18:25 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
Let's wait with(out) patience for the next release then.. I can't wait to hire MD with his newly set weaponry... (then he might make a carreer out of it afterall, how did he think he could get a carreer as merc with only a med pack and a flimsy pistol? lol..)

In single player the lvl 1 or 2 mercs aren't that bad actually.. (you as a player have to find the efforts to make them better thru training sessions...) of course it helps if you don't make stupid moves in the game..

@ RoWa: thank you very much for looking into this and clearing up some of your time to fix the issue!!

can't say that enough Smile

edit: I would know where to look if I would have my own games company Wink

[Updated on: Fri, 24 July 2009 18:47] by Moderator

Re: Tested MP ver 1.2[message #229467] Tue, 28 July 2009 03:51 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
After 2 games with Redgun we have realized that there are some problems with the field of view system: it seems to work like in vanilla 1.13. There was only 1 episode I am 100% sure, so it could be a one-time bug.
Re: Tested MP ver 1.2[message #230619] Sat, 08 August 2009 12:23 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
hmmm I have not played vanilla 1.13 before (sure did play lots of regular JA2 when 1.13 was not here) and according to what I understand vanilla 1.13 is just regular ja2? What's the difference if you still remember?
Re: Tested MP ver 1.2[message #230625] Sat, 08 August 2009 14:14 Go to previous message
RoWa21

 
Messages:2049
Registered:October 2005
Location: Austria
@crazybite: Vanilla 1.13 is JA2 1.13 with the usage of the "Data" folder instead of "Data-1.13". Vanilla 1.13 should be as close as possible to "normal" JA2. Settings in the ja2_options.ini differ from the settings in Data-1.13\ja2_options.ini. Also NIV is disabled in Vanilla 1.13.

You can play Vanilla 1.13, if you change the entry in your ja2.ini from VFS_CONFIG_INI = vfs_config.JA2113.ini to VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini (or use the INI Editor).


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