#185072 - 13 May, 2008 04:45 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Sergeant
Posts: 194
Loc: Ze land of ze sheep, Dublin
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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]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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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#185081 - 13 May, 2008 06:00 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Sergeant
Posts: 194
Loc: Ze land of ze sheep, Dublin
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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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#185126 - 13 May, 2008 10:14 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: Uriens]
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 Grunt
Posts: 19
Loc: Slovenia
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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  Well, Keep up the good work! 
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#185165 - 13 May, 2008 05:59 PM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Recruit
Posts: 5
Loc: Germany
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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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#185190 - 14 May, 2008 02:15 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: RoWa21]
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 Merc
Posts: 67
Loc: Germany
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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]
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 Captain
Posts: 1649
Loc: Austria
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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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#185331 - 15 May, 2008 11:44 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: Marlboro Man]
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 Merc
Posts: 67
Loc: Germany
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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]
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 Captain
Posts: 1649
Loc: Austria
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