Home » PLAYER'S HQ 1.13 » v1.13 Multiplayer » MP + HAM Suppression
MP + HAM Suppression[message #251379] Mon, 10 May 2010 23:01 Go to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Multiplayer's been around for a long time, and I know a lot of you guys enjoy it often. But I have yet to hear about anyone trying out Multiplayer with HAM Suppression turned on.

So I figured I'd just ask:

Is it even possible?

Has anyone tried it?

If so, what's it like?

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Sergeant Major

Re: MP + HAM Suppression[message #251472] Thu, 13 May 2010 02:21 Go to previous messageGo to next message
Kyuzo is currently offline Kyuzo

 
Messages:6
Registered:April 2001
Location: Indianapolis, IN
Hey Headrock, just started getting into Multiplayer and from what I have seen so far, it looks like suppression is working and definitely adds a new strategic element to the game. I will post more after I have had the chance to play a few more rounds.

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Private
Re: MP + HAM Suppression[message #251497] Thu, 13 May 2010 16:26 Go to previous messageGo to next message
BrainDonor is currently offline BrainDonor

 
Messages:33
Registered:January 2006
Location: Ontario
sorry for not knowing this, but what does the HAM suppression do? I get a lot of messages that say things like "Blahblah cowers in fear" but I never see anybody change stance as a result of suppression fire, as in previous versions of 1.13.

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Private 1st Class
Re: MP + HAM Suppression[message #251498] Thu, 13 May 2010 17:07 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Hmmm, it's possible that the message triggers even when Suppression Fire is turned off. Injuries might cause this, as they apply Shock points - this can trigger the cower message if the injured character is of sufficiently low level and morale. Of course, since suppression is deactivated, "cowering in fear" has no actual effect.

Basically, unless you explicitly turn on suppression yourself by editing the INI file or installing the HAM settings package, it will be off.

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Sergeant Major

Re: MP + HAM Suppression[message #251525] Fri, 14 May 2010 03:30 Go to previous messageGo to next message
BrainDonor is currently offline BrainDonor

 
Messages:33
Registered:January 2006
Location: Ontario
Ok, how do I turn it on, I see about 20 tags in Tactical Suppression Fire Settings. is it "Suppression Effectiveness"?

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Private 1st Class
Re: MP + HAM Suppression[message #251527] Fri, 14 May 2010 04:14 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Yes. Set to 100. That should enable everything else, unless you've been fiddling around.

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Sergeant Major

Re: MP + HAM Suppression[message #251657] Sun, 16 May 2010 03:51 Go to previous messageGo to next message
Kyuzo is currently offline Kyuzo

 
Messages:6
Registered:April 2001
Location: Indianapolis, IN
Ok, I setup quite a few LAN games today to definitively test whether or not suppression works in MP. The messages saying "so and so is cowering in fear" do show up and mercs on the opposite team do seem to lose about 20 AP's after receiving the message and not being hit at all, however I am getting frequent crashes on the host machine while testing this and can't really get any more information than that. I have not seen the message that a merc is pinned, or been able to seemingly suppress enough to cause a merc to go into negative AP's. I am wondering if there is some sort of programming conflict regarding HAM suppression and Multiplayer that it isn't able to resolve since MP has been rock solid for me in all of my other testing over LAN. Has anyone else figured out if suppression works in MP?

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Private
Re: MP + HAM Suppression[message #251665] Sun, 16 May 2010 07:02 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
That's quite possible. I'm not sure HAM functions have been properly adjusted for all those server/client separations I've seen throughout the code. If enemies never go into negative APs, that can also mean that one side (client or server) is not capable of handling the negative numbers.

Maybe this has something to do with the INI settings? Are both client and server using the same INI?

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Sergeant Major

Re: MP + HAM Suppression[message #251670] Sun, 16 May 2010 08:18 Go to previous messageGo to next message
Kyuzo is currently offline Kyuzo

 
Messages:6
Registered:April 2001
Location: Indianapolis, IN
Headrock,

Yeah I am running the same JA2 1.13 version (3356) on both machines with a shared ini so the setups should be virtually identical. I will continue to experiment a bit and will post if I have any new findings.

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Re: MP + HAM Suppression[message #263149] Tue, 21 September 2010 06:07 Go to previous message
jriesen is currently offline jriesen
Messages:1
Registered:September 2010
From my limited testing, suppression does seem to work pretty well, and I have in fact been able to pin an AI. (Easiest way to test seems to be to fire up two windowed copies of the game as per http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=236580#Post236582 and just start firing full auto at the sector _next_ to an AI in co-op.)

What _does_ happen that's strange is that the suppression calculation seems to vary between the client and server sometimes, most noticeably during interrupts. More than once I've tried to suppress an enemy during an interrupt with 15 bullets in the square next to them. Usually it crouches simultaneously on both games, but sometimes it goes prone on one and not the other (then 'fixes' itself out-of-turn a second later, the server taking precedence of course).

What's especially amusing is that occasionally when the interrupt is on the client and I suppress an enemy who completes his turn after the interrupt, I get the message "NOT SERVER BUT AI JUST GOT BACK ITS TURN AFTER BEING INTERRUPTED..." at the bottom. I think the client believes the AI's APs are exhausted while the server has a different calculation, so the server moves the AI and the client gets confused.

I should probably test further in a different grid square (been having trouble having both systems see the AI at the same time, all the time), but at least once I noticed the AI move a different number of squares following an interrupt, then a moment later it 'glitched' into the correct location on the client. So I think this reaffirms my theory of the AP loss being out of sync between the client and server.

Generally speaking, suppression behavior that occurs during a _normal_ turn appear to be synchronized correctly. And even with the slight issue during interrupts, everything 'works itself out' a second or so later when - I'm guessing - the server sends a general update to the client.

So at least for me, in co-op, it seems playable and not buggy in a usability sense. The client did crash to desktop once out of the ten-or-so test games I ran, but I'm not sure if this is due to turning on the suppression logic or just something else in multiplayer.

I just figured I'd sign up on Bear's Pit to post my little bug report / experience that it 'mostly works.' Discovered 1.13 a few days ago when I decided to install JA2 again after a few years and look for the patch. Great, great work you've done!

EDIT: This is with 1.13 3556 SVN@1227, the latest SCI I could easily find on the forum.

[Updated on: Tue, 21 September 2010 06:09] by Moderator

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