Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » 2012 Development Thread
2012 Development Thread[message #301218] Wed, 07 March 2012 09:48 Go to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
Played a coop game last night and got a pretty good list of things to change/add, as well as what i've picked up from reading some of the threads here.

So im going to maintain a working list here of Major and Minor focus tasks im starting with.

As well as this you can use this thread to suggest things you desperately want to see included or simple quick fixes.

I will be working from this svn branch:
https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2 1.13 MP/

I am aware of these, and will check them out as i need more ideas.
JA2 MP Buglist.doc
JA2 MP Featurelist.doc
Features you would like - The Bear's Pit JA Community


---------------------------------------------------------------------------------
MAJOR:

  • COOP players shared line of sight - 19/03
  • Client gets interrupt but server does not recognize it (reported bug ID#4) - 12/10
  • Synced inventory and items
  • Core game play, disable things that dont work, perfect things that do

---------------------------------------------------------------------------------
MINOR:

  • Deployment bullseye visible to clients - 30/09
  • Selected sector set to servers on join - 30/09
  • "You killed enemy soldier" -> "player_name killed an enemy soldier" etc...
  • Left over bullet dots on field - 02/10
  • Enemies left count option? - 30/09
  • Some form of persistence between matches
  • Class, Team, Loadout selection optimization
  • COOP players turn at same time option


[Updated on: Fri, 12 October 2012 02:34] by Moderator



Re: 2012 Development Thread[message #301244] Wed, 07 March 2012 16:50 Go to previous messageGo to next message
Anonymous
Major:
As you stated, the main things are the interrupts and synchronization of items.


Minor:
The ability to choose your own team colors and insignia would be cool.

Expansion of scoreboard stats like headshots, explosion kills, tendencies et cetera. The ability to keep stats for a player with levels in a save file. Like in online console games and there achivements(X-Box 360). Certain levels unlock different things in the game. That idea is kind of out there but I can dream right? Plus I think that this would keep people playing, essentially expanding the Multiplayer community.

Maybe this could be implemented.

[*]Average weapon, average armor, a plethora of choices like: regen boost, canteen, camo kit, et cetera.
[*]Average weapon, superior armor, a couple of choices like: regen boost, canteen, camo kit, et cetera.
[*] Superior weapon, average armor, a couple of choices like: regen boost, canteen, camo kit, et cetera.

So, if one chooses a sniper then they will have a nice sniper rifle, but....there armor will be terrible.
Or, there could be a predetermined role based on character stats and traits. Kind of like a game of Team Fortress. Opinions, Revisions, Remarks are all welcome.

Teams ala Fight For Freedom mod.


I posted a thread about new maps:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=282733#Post282733
Re: 2012 Development Thread[message #301285] Thu, 08 March 2012 00:39 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
thanks, suggestions added.


Re: 2012 Development Thread[message #301967] Mon, 19 March 2012 09:42 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
basic coop/tmdm shared fov implemented


Re: 2012 Development Thread[message #303244] Wed, 11 April 2012 13:27 Go to previous messageGo to next message
Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Well before anything else (save for critical bits like synchronization etc), just see a fully working campaign for coop, even if some stuff have to be disabled initially due to whatever technical reasons.

I didn't mind the turn based individuality too much (was too much fun laughing at the hilarity of the gameplay situations with my friend anyway Razz) though I see how it would save a lot of time per round.

One minor thing I could think of though would be the ability to signal/mark/ping a location instead of having a shared vision. This would of course mean having an option which allows you to toggle shared vision on and off. This is mostly purely for a bit of "roleplaying" (2 players, 2 individual teams, maybe even competing whilst team-working at the same time if you know what I mean).

In any case I simply love it how a great game is being made into an even far greater game. Specially after the atrocity of the latest Back in Action. Whilst there may be a few raisins of good features and ideas, the game as a whole is just horrid Sad

Re: 2012 Development Thread[message #306425] Mon, 25 June 2012 20:56 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
I am so happy that work is being continued for JA2 MP.

I love playing MP with me mates but some times it can be real frustrating Sad.

Thanks to those who are keeping this great game alive.

P.S

I will be playing MP tonight I shall report back with any bugs I see

List of bugs I know about are

Inturupt is playing up in COOP (this is all ready known but the JA2 comunity)

P.P.S

Is climbing on building fixed in MP now or does it still crash the server etc?.

Thanks
Re: 2012 Development Thread[message #306427] Mon, 25 June 2012 21:36 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@climbing: You cannot climb in a multiplayer game and the game should not crash.


Re: 2012 Development Thread[message #306434] Mon, 25 June 2012 22:13 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Hi there RoWa21

Ok thanks for clearing that up for me any ideas when climbing may work in MP?.

Any who I shall report bacl A.S.A.P with any finding from tonights Mp games.

All the best
Re: 2012 Development Thread[message #306464] Tue, 26 June 2012 00:30 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Im server

We run latest non stable 1.13 version 5354
And we all so run aimnas v21

ok had a few goes tonight but so many inturupts that froze had to keep alt+e.

Any who

COOP

was on tile D2

We moved toward the main gate and my mate went on the grass then it exploded must have been a mine?.

But as soon as this happend he got kicked.

MP DM

For some reason when we move we keep getting explosions under the mercs feet looks like land mines but there aint any on that map tile normally.
Happens a lot to.

Another game

I threw about 2 grenades in about 2 turns.
One me third turn I threw one more and me mate got disconnected...I am sure that bug was fixed?

Mines dont seem to cause damage in MP as well.
I have not tested mines that players place them selfs I mean the pre placed ones dont seem to cause damage yet.

[Updated on: Tue, 26 June 2012 00:33] by Moderator

Re: 2012 Development Thread[message #306465] Tue, 26 June 2012 00:32 Go to previous messageGo to next message
Anonymous
Mines have not been synched yet.

A good mod for multiplayer is Fight For Freedom:
http://kermi.pp.fi/JA_2/Mods_v1.13/FFF-Multiplayer/
Re: 2012 Development Thread[message #306466] Tue, 26 June 2012 00:33 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
damn that was a fast reply thanks checking out the link now
Re: 2012 Development Thread[message #306479] Tue, 26 June 2012 02:54 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
funny i was just thinking about how ive been away too long. nice to see some action.

im not up on explosives as it was added after i left.

the interupt bug is next on my list, just been very busy but hope to get some time soon(dont we all ?)


Re: 2012 Development Thread[message #306499] Tue, 26 June 2012 15:49 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
LOL yeah I know the feeling not enough hours in the day Sad
Re: 2012 Development Thread[message #309129] Wed, 15 August 2012 20:52 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
hi all any more news on MP fixes as I am so looking forward to playing MP.

I think I am on 5354 version I think.

Whats the latest version of 1.13? and does it have any new MP fixes please?.

P.S

I all so play with AIMNAS v21

Re: 2012 Development Thread[message #309142] Thu, 16 August 2012 00:54 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
i dont think theres been anything much, want to but been too busy.


Re: 2012 Development Thread[message #309572] Mon, 27 August 2012 23:46 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Hi sorry to sound like a spoilt brat Razz just that this game truly is the best and would be the ultimate MP game if MP ever gets to the same level of SP Sad.

I have started a thread not to moan but just to air my views on MP please

http://www.bears-pit.com/board/ubbthreads.php/topics/309571/My_MP_fears.html#Post309571

Thanks in advance to all that still spend there free time to work on this great game made better by you lot.
Re: 2012 Development Thread[message #310778] Sun, 30 September 2012 12:19 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
4 small patches have been applied today Smile


Re: 2012 Development Thread[message #310939] Fri, 05 October 2012 12:46 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Hi haydent yep noteced them Smile thank you very much.

All the best
Re: 2012 Development Thread[message #311120] Fri, 12 October 2012 02:35 Go to previous messageGo to next message
haydent

 
Messages:264
Registered:November 2007
Location: NSW, Australia
interrupt bug fixed finally


Re: 2012 Development Thread[message #311132] Fri, 12 October 2012 19:14 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
haydent
interrupt bug fixed finally


This was the most important bugfix to play a fluent coop game :cheers:


Re: 2012 Development Thread[message #311142] Sat, 13 October 2012 02:20 Go to previous messageGo to next message
haydent

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


Re: 2012 Development Thread[message #318179] Mon, 29 April 2013 12:55 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Played 1.13 (6029) with a mate coop and got a turn bug

on my screen showed it was me mates turn but on his it showed it was AI`s turn.

I pressed ALT+E to try and pass turns did nothing Sad so quit game and gave up Sad
Re: 2012 Development Thread[message #318202] Mon, 29 April 2013 18:38 Go to previous messageGo to next message
feynman

 
Messages:38
Registered:October 2010
As I am currently working on the AI, I'll take a look at it. What is the exact procedure to reproduce? It would also help to know if the same bug applies to r5996.
Re: 2012 Development Thread[message #318214] Mon, 29 April 2013 20:52 Go to previous message
STK

 
Messages:110
Registered:December 2010
Location: UK
Well exact procedure I am unsure of it seemed random.
AI on my screen had finished its turn and showed it was me mates turn but on his screen it showed it was AI turn still

ALT+E did nothing Sad
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