#184240 - 05 May, 2008 05:49 PM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: RoWa21]
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 General
Posts: 5954
Loc: Pleasantville, NJ
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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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Dan Watson
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#184255 - 06 May, 2008 01:41 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: RoWa21]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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. 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]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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----------------------------- 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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#184409 - 07 May, 2008 12:03 PM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: RoWa21]
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 N.C.O.
Posts: 385
Loc: Austria
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got more time on weekend. right now everything is on fire here.... 
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Start playing JA2 MP Mod: Server: Quakenet Channel: #ja2-multiplayer
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#184458 - 08 May, 2008 12:45 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: Khor1255]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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? 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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 General
Posts: 5954
Loc: Pleasantville, NJ
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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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Dan Watson
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#184471 - 08 May, 2008 04:26 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: Khor1255]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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? 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]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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? 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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#184511 - 08 May, 2008 11:47 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: RoWa21]
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 Major
Posts: 2678
Loc: Slovenia
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i have some time right now.
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pain and suffering to incompetent players/modders with unbalancing ideas.
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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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 Major
Posts: 2678
Loc: Slovenia
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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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#184552 - 09 May, 2008 01:06 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Captain
Posts: 1644
Loc: Austria
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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. 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]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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#184792 - 10 May, 2008 10:40 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: RoWa21]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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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#184899 - 11 May, 2008 03:06 PM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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my todo list: 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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#184922 - 12 May, 2008 02:20 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Merc
Posts: 67
Loc: Germany
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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]
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 Major
Posts: 2678
Loc: Slovenia
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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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#184974 - 12 May, 2008 12:29 PM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: haydent]
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 Grunt
Posts: 19
Loc: Slovenia
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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...  Well, after that I went to this forum and after some reading I was even more amazed  This thing actually exists! This is brilliant, JA2 multiplayer is my dreams, dang  Thank you, thank you 100x much  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]
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 Merc
Posts: 67
Loc: Germany
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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]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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]
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 Drill Sargeant
Posts: 258
Loc: South Australia
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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]
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 Major
Posts: 2678
Loc: Slovenia
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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]
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 Captain
Posts: 1644
Loc: Austria
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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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#185064 - 13 May, 2008 04:11 AM
Re: Ja2 Multiplayer mod for 1.13 & NIV, beta
[Re: Uriens]
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 Sergeant
Posts: 194
Loc: Ze land of ze sheep, Dublin
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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]
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 Major
Posts: 2678
Loc: Slovenia
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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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