Home » MODDING HQ 1.13 » v1.13 Multiplayer Development & Bug Reports » Ja2 Multiplayer mod for 1.13 & NIV, beta
Ja2 Multiplayer mod for 1.13 & NIV, beta [message #165740] Mon, 26 November 2007 15:42 Go to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
ok, this needs NIV installed, (not included)

still alot of the old issue, but more playable !


http://ja2.h758491.serverkompetenz.net/Multiplayer-haydent/beta/
http://ja2.h758491.serverkompetenz.net/Wanne/MP/ (latest build)

http://ja2.h758491.serverkompetenz.net/Multiplayer-haydent/beta/readme_mp.html (readme)
https://81.169.133.124/source/ja2/branches/JA2_Multiplayer/merge (svn)


thanks a bunch to rowa for merging with latest svn 1.13 and NIV !

Please help testing the JA2 MP Mod by haydent:
Contact:
irc://quakenet/ja-galaxy
irc://quakenet/ja2-multiplayer

[Updated on: Thu, 08 May 2008 11:09] by Moderator

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165747] Mon, 26 November 2007 16:41 Go to previous messageGo to next message
cougar

 
Messages:254
Registered:March 2000
If I understood that correctly this is incredibly cool! Will test this out tomorrow.

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Master Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165758] Mon, 26 November 2007 18:45 Go to previous messageGo to next message
BrainDonor is currently offline BrainDonor

 
Messages:33
Registered:January 2006
Location: Ontario
This is some of the best news i've heard in a long time, Good Job Haydent!

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Private 1st Class
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165792] Tue, 27 November 2007 05:18 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2016
Registered:January 2003
Location: Australia :D
Nicely done mate. Something the JA community has been wishing for since Deadly Games!

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Lieutenant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165859] Tue, 27 November 2007 23:54 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1949
Registered:October 2005
Location: Austria
I tested the multiplayer version and it realy works. You did a great job haydent!
So the first step for JA2 multiplayer is done! Now it is only a question of time to have a fantastic JA2 multiplayer game Wink

@haydent: If you need any help in coding, I would support you on that great project.

@all: The "Ja2_mp.ini" goes into the root folder of your JA2 installation. Next to the "ja2.ini" file


[Updated on: Wed, 28 November 2007 00:08] by Moderator

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Sergeant Major

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165881] Wed, 28 November 2007 11:55 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
thanks for the offer, and its something im keen on, as there's a lot of simple work just creating calls/sends and receive/implements for what ever game actions can be integrated to enable as much of the features available from singleplayer... e.g. grenades, roof action, lock picking, synced structure damage and AI movements... etc. etc.

im taking an early Christmas camping trip for the next couple of weeks so nothing till after then , but ive allready made some advancements towards a "playable" release. with that id feel happy to open the code up to helpers. its just a bit messy and experimental right now, id like to clean it up and get to a release with these ideas features and some in code documentation:

->

*both players start a new game, connect to each other, set the battle sector, then hire their mercs for the match from the already implemented menus of aim and merc.

*as mentioned the server chooses an agreed apon start sector from the map and each team is heli dropped off for the battle, (this bit is almost done, with all sectors unlocked and heli droppable right from the beginning without omerta, ala quick battle- drop right on the queens nest Wink )

*each team is considered as enemy to those mercs that should be allowing for turn-based combat with interupts ala normal single player but multiplayer (basically your network opponents are controlling AI disabled soldiers in the form of a hired merc chosen at start) ! perhaps hopefully having coop possible as well ...

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165883] Wed, 28 November 2007 12:35 Go to previous messageGo to next message
Unifrag is currently offline Unifrag

 
Messages:19
Registered:January 2004
Location: Amsterdam
Great news. This was the 1 thing i've been missing from Ja2.
If you can try to make it close to fully functional, well i would even pay for it.

Well done man!

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Private
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165886] Wed, 28 November 2007 13:08 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
nice to know... i guess we'll just see what we can do ... ps thanks for the rank Smile

[Updated on: Wed, 28 November 2007 13:14] by Moderator

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165928] Wed, 28 November 2007 22:31 Go to previous messageGo to next message
dzeller is currently offline dzeller

 
Messages:84
Registered:February 2003
Location: USA
Great news!

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Corporal 1st Class
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165949] Thu, 29 November 2007 11:10 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
Ooooh, delicious!

But how does merc selection is handled? Is it a first-come, first-serve basis or what? Seems the real issue with a multiplayer game is how to allow players fair selection of mercs.

Would be possible to code maps so that players would have specific objectives like in Deadly Games? One player has to hold position or protect an NPC from the other player, capture-the-flag games, stuff like that?

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Staff Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165950] Thu, 29 November 2007 11:15 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:79
Registered:October 2006
Location: Budapest, Hungary
Can this be played via hotseat on one pc in turn based? I could get my girlfriend to play with me then. She loves to play with Ira:)

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Corporal
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165951] Thu, 29 November 2007 11:26 Go to previous messageGo to next message
timppako is currently offline timppako
Messages:2
Registered:December 2006
Location: Finland
A chance to play co-op campaign would be super!

And in co-op could there be a way to make that characters from a different team would look like enemies in extreme range of vision? During night and rainstorms it could be a bit harder to tell enemy from a friend. It would make things interesting...

Just throwing ideas around in here. Smile

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Civilian
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165957] Thu, 29 November 2007 13:36 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I absolutely cannot wait to play an eighteen player co-op liberation of Arulco. Nice work.

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165960] Thu, 29 November 2007 15:28 Go to previous messageGo to next message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
haydent If you ever come to Portugal, Diner is on me!!!!

Thanks allot!!!!!!!!!

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #165981] Thu, 29 November 2007 21:32 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
wow. best news in a long time. thanks a lot for the great work.

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Staff Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166092] Fri, 30 November 2007 22:23 Go to previous messageGo to next message
Jackal von ÖRF is currently offline Jackal von ÖRF

 
Messages:13
Registered:May 2007
Location: Finland
Great! I haven't yet tried it, but will try soon.

As I though, simple co-op was the easiest to get started with. I'm looking forward to a complete multiplayer mode. Smile

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Private
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166094] Fri, 30 November 2007 22:28 Go to previous messageGo to next message
Deathstruck is currently offline Deathstruck

 
Messages:132
Registered:June 2007
so ? how it works ? could somebody explain it to me ? Smile
It is good ? Somebody played already ?

[Updated on: Fri, 30 November 2007 22:28] by Moderator

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166117] Sat, 01 December 2007 00:58 Go to previous messageGo to next message
the_FERRET is currently offline the_FERRET
Messages:2
Registered:August 2007
Hey, congratulations! I can't believe how quickly you got it up and running. You'll be home for xmas right? I'll take a look at your code and help out where i can, but it seems like you're doing well already.

I can't wait to play a game against you!

p.s. don't forget about my model plane, it'd be sweet if you can get it all fixed up before i get home Smile

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Civilian
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166121] Sat, 01 December 2007 01:15 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:88
Registered:August 2004
A thought on co-op, i do not think a co-op campaign would be very effective due to the time combat is small in comparison to time in mission.
However i really do like the thought of kicking my bro's butt into playing a co-op game vs'ing the red shirts on a map. With the huge map project, if they are successfully in making a very large map, with say 300 enemy soldiers on there, objectives or just cleanup, i see GREAT potential in brining a full type of game play in.

Now all i gotta do is find someone i can play...

Keep up the great work, and another hot x-mas is ahead for us Smile

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Corporal 1st Class
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166220] Sat, 01 December 2007 17:41 Go to previous messageGo to next message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
Smert
so ? how it works ? could somebody explain it to me ? Smile
It is good ? Somebody played already ?


I have played

Its a very alpha release as the topic says, "proof of concept release".

It merges 2 SP games in one: you get the same enemys in the same positions in the 2 clients.

If one client kills an enemy, it will suddenly appear dead in the other client.

You are not able too see the other client's mercs yet, so you get the feeling that there are ghosts in the game (ppl dying all the sudden).

As the topic says its only a "proof of concept".

AND IT HAS BEEN PROOFED!!!!!!!!

Smile

[Updated on: Sat, 01 December 2007 17:42] by Moderator

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166225] Sat, 01 December 2007 18:00 Go to previous messageGo to next message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
ORFJackal
As I though, simple co-op was the easiest to get started with. I'm looking forward to a complete multiplayer mode. Smile



lol. No it isn't, He has not yet dune any part of co-op, he simply does not allow one client mercs to interact with other client mercs.

if he did, it would be just an inch to get a death-match game ready.

to make it co-op, he will need to add the strategic screen to his multilayer code.

for what i have seen. He only has it working in the tactical screen.

To make one client's merc to interact with other client's merc (this is needed for co-op too) he will need to add a new faction to the tactical screen.

we have:
player's turn
enemy's turn
civilian's turn

he will have to have.
player01's turn
player02's turn

enemy's turn
civilian's turn

when he has this. he just has to make one player "not friend" to the other to have a death-match game ready.

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166335] Sun, 02 December 2007 15:40 Go to previous messageGo to next message
redgun

 
Messages:190
Registered:March 2007
Location: Austria
Dr-D
ORFJackal
As I though, simple co-op was the easiest to get started with. I'm looking forward to a complete multiplayer mode. Smile


death-match game ready.


Death-Match Surprised Surprised Surprised

this brings the question of respawning/reanimation. I'm pretty sure most players (me included) will be against any respawn/reanimation option, but when considering further gameplay modes/possibilities the idea is not so obsolete.

gameplay modes that *could* be fun

* coop (kind of obvious)
* capture the flag (this could be a blast)
* hunt (one or two hunters with supreme weapons, equipment. If one of the prey players kills a hunter, the both switch roles...)
* king of the Hill (deathmatch based)
* Mini-BF (=zone domination, teambased)
* objective destruction (team based)
* escape/evacuation

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Staff Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166337] Sun, 02 December 2007 15:50 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1403
Registered:July 2006
Location: People riding polar bears...
Oh wow. This is probably the best news I've gotten in... well, pretty much ever Very Happy
Oh how I hope this concept will go ever so far.

Nice job, haydent. You've done this community a great service Smile

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Sergeant Major
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166351] Sun, 02 December 2007 17:36 Go to previous messageGo to next message
Tengu is currently offline Tengu
Messages:2
Registered:December 2007
Location: Germany, Wuppertal

Year, I dreamed for that sice I play Ja2.

I can't await a Deathmatch ore TDM Mode...

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Civilian
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166416] Mon, 03 December 2007 04:30 Go to previous messageGo to next message
the_FERRET is currently offline the_FERRET
Messages:2
Registered:August 2007
haha, how cool would it be to have a deathmatch game where one player controls a pack of blood cats (is that what they're called?), and the other player has a squad of shotgun carrying mercs Razz

could be pretty brutal!

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Civilian
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #166741] Thu, 06 December 2007 10:15 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1949
Registered:October 2005
Location: Austria
@all: JA2 Multiplayer also works nice over WLAN Wink

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Sergeant Major

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167042] Sun, 09 December 2007 07:49 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
But how does merc selection is handled?

at starts it will be no restrictions for simplicity, ala either player can choose any available mercs,.

objectives... , can be no doubt coded in later

hotseat, not supported and not a focus

turnbased dr-d, yes that is the next thing, so the each player only controls their mercs and there is a turn based combat process...

i guess i could add in a new faction to the turn based scripting... maybe more professional than the "hack" i had in mind of making the opponent seem as enemy... have to look deeper into that part of the code...

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167047] Sun, 09 December 2007 10:35 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:88
Registered:August 2004
Being able to add factions (as far as i have heard) is kinda messy in the code. However if you can unlock the secrets to adding factions, i believe there will be much celebration all around.

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Corporal 1st Class
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167051] Sun, 09 December 2007 12:39 Go to previous messageGo to next message
Tron

 
Messages:225
Registered:August 2007
Location: Germany
I think the problem with factions exists partly because there is no clean and consistent way to iterate over all teams and all members of a team. In my project I made some effort to improve the situation and I added some simple macros to iterate over team members. Of course there is more to do, but at least this is a small step in the right direction.
Stable multiplayer support in general is rather tedious, because there are several ad hoc ways to affect soldiers (set position, attack, get hit, etc.) and many global variables are involved.

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Sergeant 1st Class
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167085] Sun, 09 December 2007 15:00 Go to previous messageGo to next message
SceenOfDeath is currently offline SceenOfDeath

 
Messages:28
Registered:December 2007
Location: Germany
-- This is translated by google, because my english is very bad ---

(Come form Germany!)


Hi folks!

What I see is another industrious an Ja2-Coop programming.

I am also in the process for about 2 weeks, I just use a different approach:

I write in 2 different languages, as I do with C + + only started a week ago.

All memory addresses which are needed by my server program can read and write.

(Because it contains the values of the soldiers, positions, etc.)

The server can either read the memory addresses, and in the Ja2 Coop version.



The Coop mode is only 2 player, but 6 soldiers in the team can be.

I am now when sending data to the player off, it actually works,

But an alpha, I will still not published.

At Christmas, I wanted to publish the time when I think as far.



The multiplayer is based on the Soruce code version of the 1202nd

If there is a newer version to download, then send me the address please.

If one maybe even speak German, and I want to help somehow,

Then he can write me happy!


I am sorry for my bad english,

I hope somebody can understand

This text.

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Private 1st Class
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167214] Tue, 11 December 2007 00:17 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
sounds interesting... i got the email version first which had this extra:

Picture:

Memory Write / Read Memory Write / Read

Host -> TCP/IP-> Client

<-- Data <--

----------- Info -------- Info -----------
|Ja 2 Coop| <------> |Server| <------> |Ja 2 Coop|
----------- -------- -----------

im uploading mine to a svn today and then open to contribs.

as for factions , i easily defined three new teams/sides which get their turn in the action, im having a go now at the hiring of mercs and i guess the iteration probs you talk of would come into being able to send specific commands for a merc on one machine to the same on another when their uniqueID's are different on every computer and may be in different ubID slots ... ?

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167265] Tue, 11 December 2007 18:54 Go to previous messageGo to next message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
ubID Will always be a problem. The all merc ID was not prepared for multiplayer.

But you could take advantage of the multiple imp developed in 1.13.

So you could "copy paste" every chosen char stats(and data) to other char. That way you can have 2 "shadows" in the same game.

I would NOT have different IDs in each client. That will mess p things really bad

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167273] Tue, 11 December 2007 21:14 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1949
Registered:October 2005
Location: Austria
@haydent: Where do you upload your multipayer source code to svn?
Is this the location: http://81.169.133.124/source/ja2/branches/JA2_Multiplayer/

Please also post a litte "getting started" file where you describe the needed todo steps for implementing multiplayer functionality. That would be great.

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Sergeant Major

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167326] Wed, 12 December 2007 04:05 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
i haven't uploaded yet as i need a resumable uplaod site, due to drop out with slow dialup and 7mb rar... if someone can suggest one thanks...

i thought i had added three new teams easily, but not ... they cycled through but i couldnt add merc to them, i thought i could , but it was just that the first new team i added had taken the place of the already implemented player_plan team... (so i scrapped the new teams thing for now) and will be sticking with your multiplayer opponents if opposed will be on the enemy team, or civ or melitia if friendly...

i got my merc adding working, was missing some #includes needed for the struct of tacticaladdsoldier ,

so i should have hiring of mercs and teams working in future Smile

<>
But you could take advantage of the multiple imp developed in 1.13.

So you could "copy paste" every chosen char stats(and data) to other char. That way you can have 2 "shadows" in the same game.
<>

can you tell me more about this or point me to some code ? ...

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167327] Wed, 12 December 2007 04:38 Go to previous messageGo to next message
haydent is currently offline haydent

 
Messages:265
Registered:November 2007
Location: NSW, Australia
ok, i just read the email with the svn login and am looknig into it now.. thanks

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Master Sergeant

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167354] Wed, 12 December 2007 11:44 Go to previous messageGo to next message
lalienxx is currently offline lalienxx

 
Messages:86
Registered:February 2006
Just uploaded the source to https://81.169.133.124/source/ja2/branches/JA2_Multiplayer/
RoWa, haydent you should update it to the newest revision from the main branch.

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Corporal 1st Class

Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167365] Wed, 12 December 2007 14:06 Go to previous messageGo to next message
Dutchie is currently offline Dutchie

 
Messages:16
Registered:August 2007
Location: Johannesburg, South Afric...
OMG!!!! I have been waiting for this for sooooooooooo long.

What are the odds of getting multi-player co-op campaign going?

Thanks very much haydent!!!!!!!!!!

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Private
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167367] Wed, 12 December 2007 14:30 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
I don't know if a server computer would be a help to this project but I have an old Dell server I'd be willing to donate.

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Sergeant Major
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167382] Wed, 12 December 2007 18:14 Go to previous messageGo to next message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
haydent
and will be sticking with your multiplayer opponents if opposed will be on the enemy team, or civ or melitia if friendly...


Please don't, that work is fundamental to a > 2 players game.

if we wana have a multiplayer team vs a multiplayer team( like 4 clients vs 4 clients ) we need to be able to add more factions to the code.

this can be dune with an militia turn but the middle-playing players would have to have an before militia turn and an after militia turn.

The way you take this step will be crucial to later multiplayer possibilities.

Please think it trough before hammering the existing code.

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Sergeant
Re: JA2 v1.13 Multiplayer - alpha (proof of concept release) ![message #167388] Wed, 12 December 2007 18:45 Go to previous messageGo to previous message
Dr-D is currently offline Dr-D

 
Messages:102
Registered:July 2005
Location: Portugal
haydent
<>
But you could take advantage of the multiple imp developed in 1.13.

So you could "copy paste" every chosen char stats(and data) to other char. That way you can have 2 "shadows" in the same game.
<>

can you tell me more about this or point me to some code ? ...


i have opened a new topic asking for IMP coders help.
With some luck, some one working in that group will come to help us

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Sergeant
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