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#185068 - 13 May, 2008 04:18 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta ***** [Re: Majek]
dave17
Sargeant
Sergeant

Posts: 194
Loc: Ze land of ze sheep, Dublin
wow, thanks a lot!!!!!
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#185071 - 13 May, 2008 04:36 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Uriens]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
 Originally Posted By: Uriens
Coop? Can you play normal campaign coop with another player? \:\)


only one sector at a time/per game
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play: [url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer]irc://quakenet/ja2-multiplayer[/url][/url][/url]
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#185072 - 13 May, 2008 04:45 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
dave17
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Sergeant

Posts: 194
Loc: Ze land of ze sheep, Dublin
oooooooook anybody ready for a session against me?
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#185075 - 13 May, 2008 05:02 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Uriens]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
 Originally Posted By: Uriens
Coop? Can you play normal campaign coop with another player? \:\)


only one sector at a time/per game

but any sector btw... ;\)

im in the irc chat room now with some others join and play...
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svn client: http://tortoisesvn.net/
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bugs/requests: http://ja2.discusrock.org/bugzilla/
play: [url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer]irc://quakenet/ja2-multiplayer[/url][/url][/url]
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#185081 - 13 May, 2008 06:00 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
dave17
Sargeant
Sergeant

Posts: 194
Loc: Ze land of ze sheep, Dublin
what irc chat room?

Edit:
I'm sorry my posts have been so short and uninformative, just trying to get a couple of things out of the way


Edited by dave17 (13 May, 2008 06:01 AM)
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#185082 - 13 May, 2008 06:09 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: dave17]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
Please help testing the JA2 MP Mod by haydent:
Contact:
irc://quakenet/ja-galaxy
irc://quakenet/ja2-multiplayer
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bugs/requests: http://ja2.discusrock.org/bugzilla/
play: [url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer]irc://quakenet/ja2-multiplayer[/url][/url][/url]
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#185098 - 13 May, 2008 07:08 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Uriens
Lieutenant
Lieutenant

Posts: 623
Ok, thanks for the answers guys.
Campaign would take way too long to finish anyway.
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#185126 - 13 May, 2008 10:14 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Uriens]
Nosko
Grunt
Grunt

Posts: 19
Loc: Slovenia
Okay after a couple of battles played, the only thing that bothers me, is the connecting process.
Ussualy when 4 people decide to play, then start the server, hire mercs and then buy equipment...go play, it takes around 10 min \:\) Then if somebody picks wrong side or map, a couple more restarts...and its almost 30 min away \:\)

A simple server interface should be made ingame, with basic options (ip, map, team, edge...) to speed up the connecting process. But i quess thats not that easy to make as it sounds \:D

Well,

Keep up the good work! \:D
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#185165 - 13 May, 2008 05:59 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Hedgetrimmer
Recruit
Recruit

Posts: 5
Loc: Germany
Great Job !

Please donīt give up on the Coop mode !!

Maybe it is easier achievable along the lines of JA:DG, not trying to make a full strategic coop.
You'd need a way to generate new missions, payment and you would need a "base-camp" solution.

--------------------------------------------------------------------------------------------------
two severe problems I have to mention:

Iīm using the german version (2147) , and I canīt save mp_games, it gives a general error, what is the folder supposed to be called ?

Activating any NPC faction causes the client(s?) to CTD upon mission start, the AI is present but inactive.
---------------------------------------------------------------------------------------------------

Very Stable Networkplay Indeed !

Hedgetrimmer
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#185172 - 13 May, 2008 09:32 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Hedgetrimmer]
RoWa21
Captain
Captain

Posts: 1649
Loc: Austria
 Originally Posted By: Hedgetrimmer
Great Job !

Please donīt give up on the Coop mode !!

Maybe it is easier achievable along the lines of JA:DG, not trying to make a full strategic coop.
You'd need a way to generate new missions, payment and you would need a "base-camp" solution.

--------------------------------------------------------------------------------------------------
two severe problems I have to mention:

Iīm using the german version (2147) , and I canīt save mp_games, it gives a general error, what is the folder supposed to be called ?

Activating any NPC faction causes the client(s?) to CTD upon mission start, the AI is present but inactive.
---------------------------------------------------------------------------------------------------

Very Stable Networkplay Indeed !

Hedgetrimmer


The folder for the mutliplayer saved games is called SavedGames. So for now you need to manually create a folder "SavedGames" in your "Data-1.13" folder. Multiplayer savegames will be saved in the "SavedGames\MP_SavedGames" folder. No need for you to create the MP_SavedGames folder manually.

I will change that for the German version. So no need for you to create folders in the future...
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#185173 - 13 May, 2008 09:47 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
RoWa21
Captain
Captain

Posts: 1649
Loc: Austria
 Originally Posted By: RoWa21

The folder for the mutliplayer saved games is called SavedGames. So for now you need to manually create a folder "SavedGames" in your "Data-1.13" folder. Multiplayer savegames will be saved in the "SavedGames\MP_SavedGames" folder. No need for you to create the MP_SavedGames folder manually.

I will change that for the German version. So no need for you to create folders in the future...


Fixed in source code.
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#185190 - 14 May, 2008 02:15 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
Campingkocher
Merc
Merc

Posts: 67
Loc: Germany
Hi!

The CoOp (3 against AI) yesterday worked well, but the enemy in Drassen Airport was too easy ;\)
Sometimes the AI got stuck, so that the server had to give the turn to a player.

And I bought with ~1000$ a merc at M.E.R.C. for 2500$ and my money became negative, I got no message, that I have not enough money. Maybe, because you pay M.E.R.C. in SinglePlayer AFTER using the merc for a period of time? I think, this should be fixed.

Greets
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#185240 - 14 May, 2008 11:26 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Campingkocher]
RoWa21
Captain
Captain

Posts: 1649
Loc: Austria
haydent, just tested COOP. Sync of own merc and enemies was great. The game was nearly perfect \:\)

Some things I noticed:

COOP BUGS:
- enemy dropped items (after killed) are different on each client
- game never switches to realtime. Clients > 1 request realtime, but not client 1
- one time enemy turn got stuck (red turn bar not moving). I had to press ALT + E on the server
- when hitting a civi (e.g Fatima) on client 1 after each enemies are dead, the game on client 1 only goes to turn based (other clients stay in real time) and you cannot end the turn

GENERAL BUGS:
- when appling automatic fist aid after all enemies are dead on client 1, this merc always has the first aid animation on the other clients, even if first aid is done

GENERAL IMPROVEMENTS:
- sync first aid animation
- sync dead animation (same animation and direction should be on all clients)
- sync collapsing animation (same animation and direction on all clients)


Edited by RoWa21 (14 May, 2008 11:27 AM)
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#185303 - 15 May, 2008 07:46 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
added credit check to MERC purchases
fixed appearance of enemy MERC NPC's to show stats when targeted
fixed realtime
added check to only allow AI during game mode coop
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bugs/requests: http://ja2.discusrock.org/bugzilla/
play: [url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer][url=irc://quakenet/ja2-multiplayer]irc://quakenet/ja2-multiplayer[/url][/url][/url]
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#185305 - 15 May, 2008 08:03 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Marlboro Man

Marshall
Marshall

Posts: 7525
Loc: USA
@ Haydent or Roman

Time to start a new thread. This one is fat.
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#185331 - 15 May, 2008 11:44 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Marlboro Man]
Campingkocher
Merc
Merc

Posts: 67
Loc: Germany
Till there is no new thread, I will write down my experiences still here ;\)

I had a game (2 mercs vs. 2 mercs). All from AIM, AIM/MERC-equipment was disabled an the INI. And we bought only pistols and ammo at BBRay's, NO armor. Then I eleminated his first merc (Raider) and he dropped a MP5 and SWAT-armor - all the things, Raider has as default equipment.
Then I shot with "Hohlspitz" (HollowPoint, the blue) ammo at his second merc and it caused no damage -> must had armor too.
In his inventory there were only the weapons and no armor...

Another thing to fix.

Thanks for your work \:\)

Greets


Edited by Campingkocher (15 May, 2008 11:48 AM)
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#185334 - 15 May, 2008 12:14 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Campingkocher]
RoWa21
Captain
Captain

Posts: 1649
Loc: Austria
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