MP + HAM Suppression[message #251379]
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Mon, 10 May 2010 23:01
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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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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Re: MP + HAM Suppression[message #263149]
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Tue, 21 September 2010 06:07
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jriesen |
Messages:1
Registered:September 2010 |
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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 Report message to a moderator
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Civilian
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