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#183796 - 02 May, 2008 06:37 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta ***** [Re: haydent]
RoWa21
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@haydent: I did some 3 clients testing. I have sent you a mail of the results.
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#184162 - 05 May, 2008 02:39 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
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now available from the svn:

ok, ive made some changes to the realtime switching function. it should be ok now, with both problems of greyed interface (definately) and non-standard game states (quite likely) being resolved.

next i may look into the death and feigning scripting.
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#184222 - 05 May, 2008 02:05 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
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@haydent: I tested the new version and the greyed out interface is gone. Perfect!

I also tested another 3 players game. I have sent you a mail with the results + screenshots.
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#184240 - 05 May, 2008 05:49 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
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I'd like to get in on this.

I loaded it a couple of days ago but did not find a current game going on.

How do you guys coordinate that?
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#184253 - 06 May, 2008 12:24 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Khor1255]
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 Originally Posted By: Khor1255
I'd like to get in on this.

I loaded it a couple of days ago but did not find a current game going on.

How do you guys coordinate that?


irc://quakenet/ja2-multiplayer
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#184255 - 06 May, 2008 01:41 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
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 Originally Posted By: RoWa21
@haydent: I tested the new version and the greyed out interface is gone. Perfect!

I also tested another 3 players game. I have sent you a mail with the results + screenshots.


ok,thanks for that ill look into thos issues first.
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#184270 - 06 May, 2008 04:58 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
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 Quote:
-----------------------------
One minor bug I noticed:

If client 1 is the last client who is ready for tactical (key '3') there is no
message displayed on the client #1
"You are ready - Total ready = 3/3
It is also missing on the other clients
"Client #1 is ready - Total ready = 3/3

If client 1 is not the last client who is ready for tactical all is fine and the
messages are shown correctly.

------------------



with this , it is because when the server goes ready last, it also launches his games asap, and the loading of the level stops all network traffic and messages until level loaded. thats why also the client dont launch until the server finishes loading as they dont get the go-ahead or for that case message that all are ready until the server is active again (finished loading)...

for now i dont think there is much can do about it...

as for the other bugs of 3+ players, i need to redo the code for entering combat mode when server is not involved in the combat.
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#184304 - 06 May, 2008 10:28 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
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@all: I uploaded a new RAR-package of the multiplayer game.
See my signature for download link.
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#184409 - 07 May, 2008 12:03 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
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got more time on weekend.
right now everything is on fire here.... \:\/
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#184430 - 07 May, 2008 05:13 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: redgun]
haydent
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just uploaded some changes to the svn which appear to resolve the issues of clients meeting each other when the server is not directly involved, i also disable difficulty message box popup shown when starting new game if in multiplayer.
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#184457 - 08 May, 2008 12:39 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
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I will test a 3+ client game today.
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#184458 - 08 May, 2008 12:45 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Khor1255]
haydent
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 Originally Posted By: Khor1255
I'd like to get in on this.

I loaded it a couple of days ago but did not find a current game going on.

How do you guys coordinate that?


welcome aboard ;\)


.....

i also just uploaded to the svn a minor change that appears to resolve issues of an undead/unkillable merc replicant.
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#184467 - 08 May, 2008 02:47 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
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Thanks man. But I haven't had any luck finding the game on that chatroom.

It could be because I have almost zero experience with chatrooms so could not navigate to the right area.

I will try again but I was mainly wondering exactly where I go to coordinate a time for a mp game?
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#184471 - 08 May, 2008 04:26 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Khor1255]
haydent
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 Originally Posted By: Khor1255
Thanks man. But I haven't had any luck finding the game on that chatroom.

It could be because I have almost zero experience with chatrooms so could not navigate to the right area.

I will try again but I was mainly wondering exactly where I go to coordinate a time for a mp game?


well if you get an irc client and connect ti either of the chat rooms you may find somebody in there depending on the time zone your in.

you can also try pm either rowan or redgun as they are testing it and online the most. they are in europe so timezomes may not line up like mine (australia).
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#184480 - 08 May, 2008 07:02 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Khor1255]
haydent
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 Originally Posted By: Khor1255
Thanks man. But I haven't had any luck finding the game on that chatroom.

It could be because I have almost zero experience with chatrooms so could not navigate to the right area.

I will try again but I was mainly wondering exactly where I go to coordinate a time for a mp game?


for me they other guys are generally on between 2am and 8am (GMT +9:30), rowan mentions he'll be on tonight at 2am, im not sure if i can make it up that late...
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#184496 - 08 May, 2008 08:59 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
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i just added to the svn a basic mod to the merc sync functions that update health, and breath stats, so they now correct a replicants gridno (pos) if it is different from the sources. this will help keep mercs tune pos wise particularly when being animated at different speeds.
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#184505 - 08 May, 2008 10:48 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
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@all: I am still online at irc://quakenet/ja2-multiplayer waiting for someone to play.

EDIT: I just tested a 3 and 4 clients game. Switching to turn-based and realtime works perfect. Great job haydent. Now it is time to play a 4 clients game :-)



Edited by RoWa21 (08 May, 2008 11:55 AM)
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#184511 - 08 May, 2008 11:47 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
Majek
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i have some time right now.
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#184514 - 08 May, 2008 12:14 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Majek]
RoWa21
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I am still waiting ...

irc://quakenet/ja2-multiplayer

Just download an IRC Client and connect.
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#184522 - 08 May, 2008 01:28 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
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Well that was fun. I suck but still. This'll really be a revolution in ja2 gaming when it's completed o.ob
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#184530 - 08 May, 2008 03:33 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Majek]
redgun
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RoWa is an extremly good player, so don't worry ;\)
i've got sme time during weekend. \:\)
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#184540 - 08 May, 2008 09:54 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: redgun]
haydent
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i just added the ability to specifiy the starting time in the ini, and remembered to tell you back a couple of updates i fixed the sync of pos when stopped during movement from interrupt.
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#184546 - 08 May, 2008 11:40 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
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fixed suppress stance desync, added client names to kick and ready msgs. fixed interupt not-haulting movement bug. added param in ini for bonus while aimed for int. adjusted int calc readout msg.

WEAPON_READIED_BONUS = 2
;bonus points towards an interrupt if weapon is allready readied. (int)

; Game starting time. (FLOAT)
; The values are in hours (0.5 = 1/2 hour)
; Default value is 7 (7am), ie 13.5 = 1:30pm
TIME = 13.5
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#184552 - 09 May, 2008 01:06 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
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 Originally Posted By: haydent
i just added the ability to specifiy the starting time in the ini, and remembered to tell you back a couple of updates i fixed the sync of pos when stopped during movement from interrupt.


There is an exsting INI property in the ja2_option.ini, where you can select the starting time and the first arrival time for the merc you hired. This works already. In multiplayer the arrival time for the merc is 0, so they arrive immediatly.

The sum of starting time (from ja2_option.ini) and first arrival time (from ja2_options.ini) are the starting time for the game.

Roman

EDIT: The only drawback for now is, that the ja2_options.ini is not synced yet. So all clients have to set the starting time to the same value.
So I think your way to set the starting time is a better way because it is synced from the server to all clients. Am I right?


Edited by RoWa21 (09 May, 2008 01:23 AM)
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#184722 - 10 May, 2008 12:05 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
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 Originally Posted By: RoWa21
Am I right?


yes
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#184760 - 10 May, 2008 07:43 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
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currently doing some testing with a contact, and we just had a game go down fairly smoothly apart from the following:

client 2 locked-up game pause when in reatime - manual start turn for client 1 fixed

(cuased by shooting door)

looped stop from sighting not working sometime

interrupter not seeing attacker

timer hand when collapsing common

red enemy count not updating
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#184786 - 10 May, 2008 10:15 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
RoWa21
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Majek and I currently playing a MP game.
So if anyone likes to come and join.

irc://quakenet/ja2-multiplayer
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#184791 - 10 May, 2008 10:34 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
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more errors this game:

interrupt timer not updating on remote clients

skipping making remote client dead due to not being active

balime l12 bad edge crash game

interrupt in interrupt not working
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#184792 - 10 May, 2008 10:40 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
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 Originally Posted By: RoWa21
Majek and I currently playing a MP game.
So if anyone likes to come and join.

irc://quakenet/ja2-multiplayer


im there now
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#184821 - 10 May, 2008 02:21 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
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some more game requests:

[done]


Edited by haydent (11 May, 2008 07:37 AM)
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#184830 - 10 May, 2008 04:38 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
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after 4 of us running out of luck with ctd's trying to play the first 4 player 2v2 team dm game... (6 -> 9 am)

i ended up with Visual Studio attached to 3 running processes of ja2 mp, at a saved point where i could create an interrupt leading to a ctd for one of the clients. then i set a breakpoint amongst the send_interrupt code that had the condition to only break when the ubid was <0. (causing crash inevitably)

pretty easily i found it was that my interrupt struct for passing data between clients was only using INT8 for ubid rather than the standard UINT8 and thus wasnt supporting numbers over a certain range before mangling them.

so its fixed....simple.

also:

** synced in merc direction to the regular update process

** prevented client 'voting' more that once per round for realtime switch


ZZZZZzzzzz...
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#184841 - 11 May, 2008 01:27 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
RoWa21
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Loc: Austria
@haydent, nice work \:\)

Would be cool if we could try another team deathmatch today. Will be only in IRC in the next ~7 hours...
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#184851 - 11 May, 2008 04:46 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
added new variables to the ini for team number and game mode

enabled render of radar blips for friendly team mates placement gui and mini radar screen, and full map view.

simplified a few msg txts'
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#184881 - 11 May, 2008 10:12 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
more sync fixes and revealing interupted soldier to interruptor
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#184899 - 11 May, 2008 03:06 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
my todo list:

 Quote:
turn bar name artifacts

balime l12 bad edge crash game

interrupt in interrupt not working

client 2 locked-up game pause when in reatime - manual start turn for client 1 fixed

endless clock (for about 10-15 seconds) on active client when enemy merc collapses to the

ground when hit by bullets.

Red enemy numers on merc portrait sometimes does not go away if enemy is out of sight. So

if the merc sees an enemy merc again
the number is increased by +1 and it says [2] instead of [1].


ini and xml files

starting new battle

gear configs

fix coop

damaged items


possible interrut being awarded by someone other than runner

people crashing to desktop (ctd) when viewing inventory during battle, possibly linked to latest ja2 1.13 svn content
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#184900 - 11 May, 2008 03:12 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
just to re-iterate the prevalence of the last one, 2+ plus people tonight/today kept crashing when trying to look at their INV once the game started... can someone help us with this

they both seem to be using recent game dir data from the ja2 1.13 svn, i believe this to be at fault...
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#184914 - 12 May, 2008 01:01 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
RoWa21
Captain
Captain

Posts: 1644
Loc: Austria
 Originally Posted By: haydent
just to re-iterate the prevalence of the last one, 2+ plus people tonight/today kept crashing when trying to look at their INV once the game started... can someone help us with this

they both seem to be using recent game dir data from the ja2 1.13 svn, i believe this to be at fault...


This is not a multiplayer issue. There seems to be some graphics for new items missing in their installation. So no thing to bother around for haydent.
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#184922 - 12 May, 2008 02:20 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Campingkocher
Merc
Merc

Posts: 67
Loc: Germany
 Originally Posted By: haydent
just to re-iterate the prevalence of the last one, 2+ plus people tonight/today kept crashing when trying to look at their INV once the game started... can someone help us with this

they both seem to be using recent game dir data from the ja2 1.13 svn, i believe this to be at fault...

I did not have the SVN version running, when we played together and my game crashed. It was the version you can download from the homepage, 2085 and the newest MP-package.
But maybe there are new NIV-files in the SVN, that are missing in my installation...

Could try to play in old inventory only ;\)

Greets
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#184939 - 12 May, 2008 05:15 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Campingkocher]
Majek
Major
Major

Posts: 2678
Loc: Slovenia
hmm hopefully merging the project will only bring positive news.

but things will get complicated now IMO since many have done plenty of changes to merc data, maps,...
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#184958 - 12 May, 2008 07:24 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Majek]
lalienxx
Officer
Officer

Posts: 427
Newest updates are available on Wiki.
http://ja2v113.pbwiki.com/
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#184974 - 12 May, 2008 12:29 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Nosko
Grunt
Grunt

Posts: 19
Loc: Slovenia
Newbie says Hi!

A week ago I came across a text that was saying something about JA2 multiplayer. I didn´t believe my eyes, ears and nose... \:D Well, after that I went to this forum and after some reading I was even more amazed \:D \:o This thing actually exists!

This is brilliant, JA2 multiplayer is my dreams, dang \:D \:D \:D Thank you, thank you 100x much \:D

I´ve just downloaded the multiplayer client and now I´m waiting in mIRC channel to start playing :P

I still dont believe it until i try it
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#184993 - 12 May, 2008 03:08 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Nosko]
Campingkocher
Merc
Merc

Posts: 67
Loc: Germany
Hi!

The round with RoWa was great. Too bad, that he had to go after a time...
The rounds with Majek as server were a bit problematic ;\) Too bad.

One thing: It seems, that different clients can play with different (old/new) inventory - what they choose on the game-creating-screen. Is this possible?

Greets
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#185017 - 12 May, 2008 10:31 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Campingkocher]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
 Originally Posted By: Campingkocher
Hi!

One thing: It seems, that different clients can play with different (old/new) inventory - what they choose on the game-creating-screen. Is this possible?

Greets


at the moment i dont think so ?? unless you have seen otherwise i believe it is synced to the servers choice... but this can be changed to allow individual choice ??
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#185018 - 12 May, 2008 10:33 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Majek]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
 Originally Posted By: Majek
hmm hopefully merging the project will only bring positive news.

but things will get complicated now IMO since many have done plenty of changes to merc data, maps,...


mm
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#185023 - 12 May, 2008 11:35 PM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Majek
Major
Major

Posts: 2678
Loc: Slovenia
 Originally Posted By: haydent

at the moment i dont think so ?? unless you have seen otherwise i believe it is synced to the servers choice... but this can be changed to allow individual choice ??

Well i played with NIV server and other 3 with old and it worked. Well things started to get messy when combat started, because the way the turns happened just didn't make sense but it didn't appear to be connected to the inventory. The interrupting made everything worse. And in the end it stuck with may name on the turn bar but the it was in dark red color.
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#185030 - 13 May, 2008 12:29 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Campingkocher]
RoWa21
Captain
Captain

Posts: 1644
Loc: Austria
 Originally Posted By: Campingkocher
Hi!

The round with RoWa was great. Too bad, that he had to go after a time...
The rounds with Majek as server were a bit problematic ;\) Too bad.

One thing: It seems, that different clients can play with different (old/new) inventory - what they choose on the game-creating-screen. Is this possible?

Greets


Yes each client can decide the desired inventory (old or new) in the start new game screen. All other settings in this screen are taken from the servers selection.

EDIT: I made that fix yesterday, because there were some issues (CTDs), if client had selected other inventory mode than the server. Now each client can select the inventory. This fixes the CTDs.


Edited by RoWa21 (13 May, 2008 12:31 AM)
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#185062 - 13 May, 2008 04:00 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: RoWa21]
haydent
Drill Sargeant
Drill Sargeant

Posts: 258
Loc: South Australia
i fixed up coop ! \:\)

ive uploaded my changes to the old mp svn untill i can get an updated version of the new 1.13 svn to work with...
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#185063 - 13 May, 2008 04:07 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: haydent]
Uriens
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Posts: 623
Coop? Can you play normal campaign coop with another player? \:\)
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#185064 - 13 May, 2008 04:11 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: Uriens]
dave17
Sargeant
Sergeant

Posts: 194
Loc: Ze land of ze sheep, Dublin
how does this multiplayer mode work actually? ive watched this thread ever since it was created but never asked myself how it actually works? i mean how is it played? do u start a campagn together or are the players just spawned onto some map and start fightinng?
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#185065 - 13 May, 2008 04:14 AM Re: Ja2 Multiplayer mod for 1.13 & NIV, beta [Re: dave17]
Majek
Major
Major

Posts: 2678
Loc: Slovenia
the second ,the one who starts the server picks the map and players pick the edges they start at and then you shoot. Read the mp readme. you'll learn everything.
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