Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » Tested MP ver 1.4
Tested MP ver 1.4[message #232800] Tue, 08 September 2009 22:47 Go to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
Hi all,

I've missed some important testing time for release 1.3 but 1.4 came quite quickly... nice!

Anyway there are a few things that we spotted during testing. XML files seem to work like intended (at least mercstartinggear.xml was modified and it worked in MP for both server and client)

The questions: My friend reports that he does not get an interrupt when he would expect to get one. While I get (imo) enough interupts (even when I have to low AP to do anything)

Is this just jagged or is the level difference between mercs very important?

In some case a LVL 4 merc was waiting aimed and all at the square where one of my mercs LVL 2 was moving to. My LVL 2 merc could shoot first!! My friend told me that his LVL 4 merc was with full AP waiting. I don't know if these cases happened often, but we will have to make a track record and keep in mind all stats.

One last thing, in one game my merc (gus) was looking somewhere and my friends merc (trevor) was trying to sneek up. (I will see if I can give a few screen shots that I snapped.) gus could see a house, and could see one square arround the corner. the second square was red in the line of sight function. Tho when the game switched from real-time to combat, gus could see trevor in the second square around the corner!! this should not be possible, but perhaps there is an error or bug. I don't know if this happened before, but we could distinguish this one very easy.

http://members.chello.nl/crazyfanaticzclan/jagged214a.png

http://members.chello.nl/crazyfanaticzclan/jagged214b.png

I hope the images are not too large...
Re: Tested MP ver 1.4[message #233688] Tue, 22 September 2009 22:20 Go to previous messageGo to next message
Itachi1991

 
Messages:15
Registered:August 2009
i have a problem here when i host a game my friends say they cnt join any idea guys, i also added my direct ip address from this site
Re: Tested MP ver 1.4[message #233714] Wed, 23 September 2009 10:57 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@itachi: If others can't connect to your server you have to forward the used port on your router. Take a look on the internet how you do this. I also had the problem. After forwarding the port others can connect to your server.

Did you give your friend your external ip. He has to enter the external ip of your pc. You can get the external ip from http://www.whatismyip.com.


Re: Tested MP ver 1.4[message #234851] Sun, 11 October 2009 01:15 Go to previous messageGo to next message
Anonymous
One problem with 1.4 is that when there are two on two matches and the random start edge setting is chosen. It disregards whether a player is already placed there. This causes an interupt right off the bat. Maybe in two on two, there should only be entry into sectors at opposite sides of opposing teams.

[Updated on: Sun, 11 October 2009 01:44]

Re: Tested MP ver 1.4[message #234854] Sun, 11 October 2009 03:05 Go to previous messageGo to next message
Crazybite

 
Messages:33
Registered:January 2007
Location: Netherlands
I have experienced this in deathmatch 1vs1 also..
you should de-select random starting edges before launching the server.

then before opening the laptop you and your teammate and also your opponents can select the starting edges. N S W E or C. then you're sure of a fair balance and some choices like:

N + N vs S + S
or
E + E vs W + W
or
a mix in entries vs C + C.

but what about my original post/questions..??

[Updated on: Sun, 11 October 2009 03:05] by Moderator

Re: Tested MP ver 1.4[message #234878] Sun, 11 October 2009 14:59 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@crazybite: For the next version (v1.5), I already made that change. If you select Deathmatch, each client automatically gets another starting edge after connecting. Of course that can be changed manually.

Client 1: North
Client 2: South
Client 3: East
Client 4: West

I will also rework the random starting edge feature in that way, that 2 or more clients do not get the same starting edge.

[Updated on: Sun, 11 October 2009 15:01] by Moderator



Re: Tested MP ver 1.4[message #234899] Sun, 11 October 2009 20:31 Go to previous message
Anonymous
Something happened in a recent game where I was given an interupt and......Somehow my opponent interupted my interupt with the character that I interupted??? :silly:

[Updated on: Sun, 11 October 2009 20:32]

Previous Topic: Wanna play?
Next Topic: Random Team doesnt work properly
Goto Forum:
  


Current Time: Wed Aug 15 20:17:32 EEST 2018

Total time taken to generate the page: 0.00866 seconds