#185338 - 15 May, 2008 12:38 PM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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Campingkocher
 Corporal
Registered:
Posts: 66
Loc: Germany
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Okay, the bugs I've seen in the few games today: - mercs drop their default equipment instead of the real equipment (they HAVE their default equipment for the other client) -> see old thread for details - bullets (white points) are staying visible in the air sometimes - dying enemies are not possible to hit (it seems so, not really sure) <-- should be tested in further games - I ran with a merc around a corner, other client's merc sat at the wall, other client got interrupt but could not see my merc -> had to go a tile away and turn around to see my merc.
Was a good game anyway, good work 
Greets
Edited by Campingkocher (15 May, 2008 04:53 PM)
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#185343 - 15 May, 2008 02:58 PM
Re: JA2 1.13 Multiplayer (2)
[Re: Campingkocher]
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RoWa21
 Team v1.13 SMP Panel
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Posts: 1458
Loc: Austria
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One "critical" bug I noticed today in a COOP game: In turn based, suddenly the message appeared: "Kicked client #115". Then suddenly one of my two merc was gone. On another client this happened also at the same time. After that the game was very buggy. But this happened only once so far.
As mentioned before, the only "real" bug in COOP is the stucking enemies bug. What be cool if that one can be fixed. Otherwise the game worked great.
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#185346 - 15 May, 2008 04:44 PM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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"alas you have found my weakness" ...
Inventory is not synced, and wont be right now
i will look into the following first.
In turn based, suddenly the message appeared: "Kicked client #115". bullets (white points) are staying visible in the air sometimes
Edited by haydent (15 May, 2008 05:00 PM)
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#185347 - 15 May, 2008 04:52 PM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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Campingkocher
 Corporal
Registered:
Posts: 66
Loc: Germany
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I had a CoOp game too, with Goldline. Worked very very well, the AI was really good and got stuck only 2 or 3 times. But they flanked me and threw grenades. One merc fell to ground and I could not do anything with him a few rounds - until the game switched to realtime. Then he got up and was able to move again.
Maybe it is possible to disable Explosives and (Gas-)Grenades for the enemy, until these things are implemented?
Thank you for the Multiplayer, it works very well already. Great work!
Greets
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#185348 - 15 May, 2008 05:01 PM
Re: JA2 1.13 Multiplayer (2)
[Re: Campingkocher]
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haydent
 Team v1.13 JA2MP Moderator
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Posts: 258
Loc: South Australia
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i will look in to this too;
"Maybe it is possible to disable Explosives and (Gas-)Grenades for the enemy, "
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#185363 - 15 May, 2008 09:13 PM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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SpaceViking
 Team v1.13 SMP Coder
Registered:
Posts: 2791
Loc: Rochester, Minnesota, USA
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In a single player game the use of the variable ENEMY_ENABLED is wrong. It is possible to get into a fight with that set to 0 and then the code that insert enemies into a sector never gets executed.
The problem occurs in AddPossiblePendingEnemiesToBattle.
For a single player game if I am reading your changes correctly ENEMY_ENABLED either has to always be 1 (TRUE) or you have to somehow skip that test at the start of AddPossiblePendingEnemiesToBattle.
I am not sure but this might be the problem, or at least part of the problem:
C:\Documents and Settings\Bill\Desktop\JA2 Source\Multiplayer\connect.h(19):extern int ENEMY_ENABLED; C:\Documents and Settings\Bill\Desktop\JA2 Source\Multiplayer\network.h(24): int ENEMY_ENABLED; C:\Documents and Settings\Bill\Desktop\JA2 Source\Multiplayer\client.cpp(243): int ENEMY_ENABLED=0;
Notice that ENEMY_ENABLED is defined in two different header files but in network.h it is not extern.
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#185378 - 16 May, 2008 01:36 AM
Re: JA2 1.13 Multiplayer (2)
[Re: SpaceViking]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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* fixed bullet artifacts and removal ! * hopefull disable of grenades * added a LOS check from your mercs to a door to see if it should be animated or not.
* looked into the "ENEMY_ENABLED" issue, it is not double defined, the one in network.h is part of a struct and not connected. made some changes to do tests for ==0 or ==1 rather than boolean. but i believe there must be some misunderstanding possibly. ENEMY_ENABLED only enables or disables the enemy AI, And only when coop is enabled... when its not there is no ai whatsoever, but you can still get into deathmatch battle under the various ini settings.
enjoy, the bullets are finishing themselves off much better now ! 
(in the svn now)
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#185379 - 16 May, 2008 01:37 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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* hopefull disable of grenade (for AI)
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#185400 - 16 May, 2008 06:38 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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SpaceViking
 Team v1.13 SMP Coder
Registered:
Posts: 2791
Loc: Rochester, Minnesota, USA
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haydent, look in AddPossiblePendingEnemiesToBattle in Queen Command.C. There is this bit of code near the top:
// haydent
if ((is_client && !is_server) || ENEMY_ENABLED==0)
{
return;
} I noticed in a single player game that when I was waiting in a sector and soldiers arrived they were not placed on the map. I traced the failure to that spot where the function was returning instead of going on to the code that follows and actually placing soldiers on the map. Notice that if ENEMY_ENABLED is 0 (which it would always be in a single player game, right?) you can NEVER get beyond that point. Perhaps in a single player game ENEMY_ENABLED ought always be 1?
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#185460 - 16 May, 2008 04:07 PM
Re: JA2 1.13 Multiplayer (2)
[Re: SpaceViking]
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Nitem4re
 Private
Registered:
Posts: 13
Loc: America
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BTW, Terry Slay is missing from MERC website!
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#185483 - 17 May, 2008 12:41 AM
Re: JA2 1.13 Multiplayer (2)
[Re: SpaceViking]
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RoWa21
 Team v1.13 SMP Panel
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Loc: Austria
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haydent, look in AddPossiblePendingEnemiesToBattle in Queen Command.C. There is this bit of code near the top: // haydent
if ((is_client && !is_server) || ENEMY_ENABLED==0)
{
return;
}I noticed in a single player game that when I was waiting in a sector and soldiers arrived they were not placed on the map. I traced the failure to that spot where the function was returning instead of going on to the code that follows and actually placing soldiers on the map. Notice that if ENEMY_ENABLED is 0 (which it would always be in a single player game, right?) you can NEVER get beyond that point. Perhaps in a single player game ENEMY_ENABLED ought always be 1?
If seems you are right SpaceViking. ENEMY_ENABLED is only a multiplayer that is used for multiplayer code. So I would but at "is_networked" condition around this condition. So that this condition is not exexuted in single player mode.
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#185486 - 17 May, 2008 01:39 AM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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RoWa21
 Team v1.13 SMP Panel
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Posts: 1458
Loc: Austria
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@haydent: In your latest source code you committed (2169), there seems to be issues with COOP. There are no enemies, civils, ... on the map. I have set all the variables in the ja2_mp.ini:
ENEMY_ENABLED = 1 CREATURE_ENABLED = 0 MILITIA_ENABLED = 1 CIV_ENABLED = 1
I have looked at the source and all this variables are always set to 0. Can you take a look at the source. In revision 2167 it works.
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#185508 - 17 May, 2008 05:51 AM
Re: JA2 1.13 Multiplayer (2)
[Re: redgun]
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RoWa21
 Team v1.13 SMP Panel
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- inventory style not synced
This is not a bug. Some people like to play with old and others with new inventory. So each client can decide the inventory.
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#185510 - 17 May, 2008 05:52 AM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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redgun
 BP Tech Ops JA2MP Project SMP Panel
Registered:
Posts: 375
Loc: Austria
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hmm, i see. so every1 is going to chose old then, i guess. changed standard loadouts, just noticed that new inv has advantages too. ie some better weapons with some mercs
Edited by redgun (17 May, 2008 06:24 AM)
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Start playing JA2 MP Mod: Contact: irc://quakenet/ja2-multiplayer
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#185514 - 17 May, 2008 07:32 AM
Re: JA2 1.13 Multiplayer (2)
[Re: redgun]
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Majek
 Major
Registered:
Posts: 2641
Loc: Slovenia
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if MP7 needs to go to submachineguns what about Magpul? XDDD or that 5.56mm pistol? XDD
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#185544 - 17 May, 2008 07:54 PM
Re: JA2 1.13 Multiplayer (2)
[Re: Majek]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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added slay > $$$ 4 iggy fixed coop stopped speck talking preopened merc account CREATURE_ENABLED = 0 no longer has any effect u can remove it from ur ini ALLOW_CUSTOM_NIV = 1 -> new server ini variable, please add added gear cost to MERC's
please feel free to make suggestion on MERC NPC costs...
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#185605 - 18 May, 2008 07:12 PM
Re: JA2 1.13 Multiplayer (2)
[Re: redgun]
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spalVl
Civilian
Registered:
Posts: 2
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Played a 3 person Co-op, wow was this FUN!!! Really great job.
Issues noted: Enemy turn lock mention above (ALT+E mostly works) Bobby Ray's store selection is client based Dropped items are dropped at rate of 1 for each per player Ran into a situation where 2/3 Clients were sharing same turn (maybe ALT+E related) Friendly team healing doesn't work (but do gain exp)
Someone in the previous thread mentioned how campaign coop would be "too long". I strongly disagree RPG games like Baulder's Gate and Never Winter Nights are tons of fun coop.
Very nice work, thanks
_________________________
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#185608 - 18 May, 2008 08:13 PM
Re: JA2 1.13 Multiplayer (2)
[Re: spalVl]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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added sync for bandaging anim and ability to heal other teams add names to end turn dialog.
thanks for the comments & feedback, will look into it all
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#185613 - 18 May, 2008 09:18 PM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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fixed opponent count error
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#185644 - 19 May, 2008 04:18 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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synced merc collapse 'resolved' timer cursor lockups add new server ini variable: DISABLE_SPEC_MODE = 0 possible lessening of chance for AI to Lockup.
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#185709 - 19 May, 2008 12:19 PM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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RoWa21
 Team v1.13 SMP Panel
Registered:
Posts: 1458
Loc: Austria
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played a 2 client COOP game with camping. In general it was nearly perfect. Some things I noticed:
- AI lockup was nearly perfect, only two times I had to press ALT + E. The problems mainly seems on enemies interrupt - some bullets (dots) are sometimes remaining on the screen. But much better than before - I got the "All bandaged" message, but not my mercs or camping's mercs were all bandaged - Sometimes merc from other client makes animation (croch, prone, crouch, prone, crouch, ...) in an endless loop, until the client gets the turn. This also happens sometimes with enemies on client > 1.
EDIT: PS: Now it is also possible to player multiplayer in fullscreen Switching with ALT + TAB works fine to.
Edited by RoWa21 (19 May, 2008 12:51 PM)
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#185730 - 19 May, 2008 06:25 PM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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played a 2 client COOP game with camping. In general it was nearly perfect. Some things I noticed: - AI lockup was nearly perfect, only two times I had to press ALT + E. The problems mainly seems on enemies interrupt - some bullets (dots) are sometimes remaining on the screen. But much better than before - I got the "All bandaged" message, but not my mercs or camping's mercs were all bandaged - Sometimes merc from other client makes animation (croch, prone, crouch, prone, crouch, ...) in an endless loop, until the client gets the turn. This also happens sometimes with enemies on client > 1. EDIT: PS: Now it is also possible to player multiplayer in fullscreen  Switching with ALT + TAB works fine to.
really ,... WOW ! great
made some small changes to hopefelly help the stance bug and removed the all bandaged message.
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#185786 - 20 May, 2008 09:56 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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Goldline
 Corporal
Registered:
Posts: 52
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...
Edited by Goldline (20 May, 2008 10:01 AM)
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#185799 - 20 May, 2008 12:13 PM
Re: JA2 1.13 Multiplayer (2)
[Re: Goldline]
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Campingkocher
 Corporal
Registered:
Posts: 66
Loc: Germany
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Hi!
I compiled a new EXE with the new sourcecode and noticed some things: - the stance bug seems to be fixed (Thank you!! ) - interrupts in CoOp-games (with AI) cause the AI to lockup (Everytime I saw an enemy and I had enough APs for an interrupt, the AI crashed. With not enough APs the AI did not crash. This happened many times this game. And I never got an interrupt in CoOp-games...) - the new EXE does not refresh the game-window, when it is not active. Example: I start the EXE and immediately I switch to an other window (Winamp for example). In the background JA2 starts, with a black screen and then the texts "start new game" etc. but no background. When clicking on the window, everything is okay. The same ingame: The mercs and their background are refreshed, but the whole other map-background is NOT refreshed.
 Maybe it is a failure in the settings of my compiler, but: Compiles with older sourcecode (from early yesterday for example) work fine.
That's all I think.
Greets
Edited by Campingkocher (20 May, 2008 12:19 PM)
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#185814 - 20 May, 2008 02:35 PM
Re: JA2 1.13 Multiplayer (2)
[Re: Campingkocher]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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i checked the screen update issue you mention and it does it for me too. this is only since changes not by me, maybe rowan knows ?? it only shows/updates animated parts and not whole screen when not active...
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#185816 - 20 May, 2008 03:18 PM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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i have disabled spawning on roofs
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#185817 - 20 May, 2008 03:21 PM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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BirdFlu
 Senior Coder VFS/RII SMP Coder
Registered:
Posts: 492
Loc: Lampukistan
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this should fix the problem
Index: sgp.cpp
===================================================================
--- sgp.cpp (revision 2189)
+++ sgp.cpp (working copy)
@@ -387,7 +387,7 @@
break;
case FALSE: // We are suspending direct draw
- //if (iScreenMode == 0)
+ if (iScreenMode == 0)
{
#ifdef JA2
// pause the JA2 Global clock
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#185819 - 20 May, 2008 03:34 PM
Re: JA2 1.13 Multiplayer (2)
[Re: BirdFlu]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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that works great ! it can still alt tab frm full screen too.
-fixed refresh bug
thanks for the prompt reply.
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#185862 - 21 May, 2008 03:24 AM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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fixed up AI interrupts
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#185865 - 21 May, 2008 04:08 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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Campingkocher
 Corporal
Registered:
Posts: 66
Loc: Germany
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Hi there. Uploaded the new EXEs on Rapidshare.com and Rapidshare.de. I also added the new server-variable in the ja2_mp.ini.
Thank you haydent for all this.
Greets
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#185909 - 21 May, 2008 10:21 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Campingkocher]
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redgun
 BP Tech Ops JA2MP Project SMP Panel
Registered:
Posts: 375
Loc: Austria
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played some 4P coop today:
game crashed a few times (to desktop)
minor problems > alt-e not working as intended (switches to back to enemy on occasions) > enemy turn stuck (twice - both enemy interrupts) > turn bar jumping back and forth sometimes
requests: > could we have Mike in M.E.R.C pls? > reflex on MG3 (only if it is easy)
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Start playing JA2 MP Mod: Contact: irc://quakenet/ja2-multiplayer
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#185940 - 22 May, 2008 01:17 AM
Re: JA2 1.13 Multiplayer (2)
[Re: redgun]
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Starwalker
 Team v1.13 SMP Panel
Registered:
Posts: 5511
Loc: Hannover, Germany
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reflex on MG3 (only if it is easy) Easy to do, but I handled that thing myself and would not know where to mount a reflex sight in reality. Would need a gunsmith to do that.
What do others think?
_________________________
Do not ask what the game can do for you, ask what you can do for the game
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#185958 - 22 May, 2008 05:28 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Starwalker]
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Marlboro Man
 Moderator Team v1.13 SMP Panel
Registered:
Posts: 7398
Loc: USA
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I don't see the logic. I would not want a reflex site on the MG3 or any other LMG. To me it would be just in the way.
_________________________
Patience my ass!
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#185974 - 22 May, 2008 08:00 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Marlboro Man]
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Mauser
 AIM Legend SMP Panel
Registered:
Posts: 1966
Loc: Bavaria - Germany
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actually, reflex sight or red dot sight on MG3 makes sense and is used by military. here´s a picture: http://world.guns.ru/machine/mg33-e.htm . but a sight should be the only thing you can mount on a MG3. no lasers, no silencers, no other strange stuff. DBB mod is overdoing it there.
but MG3 completely without optics is somewhat inferior, you just don´t hit anything with it and have a very short line of sight only. at least that was my experience with my last standard 1.13 game. generally LMGs are quite useless in 1.13. need to be rebalanced in direction of DBB mod IMHO. very low auto penaltys by default, especially when prone. very high auto penaltys when standing.
but that´s a general concern, not only for multiplayer.
Edited by Mauser (22 May, 2008 08:19 AM)
_________________________
though I walk thru the valley of the shadow of death, I shall fear no evil, 'cause I'm the meanest s.o.b. in the valley.
Semi official Ambassador, Consultant (and errand boy) of the SMP Project
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#185977 - 22 May, 2008 08:56 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Mauser]
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Marlboro Man
 Moderator Team v1.13 SMP Panel
Registered:
Posts: 7398
Loc: USA
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actually, reflex sight or red dot sight on MG3 makes sense and is used by military.
Yeah maybe, depends on the person who is going to be using it I guess. You could also mount a toilet paper holder handle on it too, but it would not make it right.
_________________________
Patience my ass!
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#185984 - 22 May, 2008 11:17 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Marlboro Man]
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Lassepdsn
Civilian
Registered:
Posts: 3
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I wouldn't ever need to put a sight on my MG3 (shot it today actually, Norwegian army), only reason why I could have use for it, is if I'm on an observation post and I'd actually would like a scope on it. But again, the MASSIVE heat and ratteling would destroy anything, and melt the plastic on aimpoints and stuff.
Just after 25 rounds in bursts of 3-6, the pipe is too hot to even touch..
On LMGs, yeah maybe, depends on the model.
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#186236 - 25 May, 2008 04:29 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Nosko]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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sure this should be easy and something needed.
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#186237 - 25 May, 2008 04:37 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Nosko]
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Campingkocher
 Corporal
Registered:
Posts: 66
Loc: Germany
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You (the server) can disable reinforcements in the JA2_Options.ini at the moment.
; Allows militia reinforcements from near sectors ALLOW_REINFORCEMENTS = FALSE
This disables enemy reinforcements too.
Greets
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#186238 - 25 May, 2008 04:48 AM
Re: JA2 1.13 Multiplayer (2)
[Re: Campingkocher]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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thanks camper, that will make it real easy for me to find a place to disable it in MP
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#186264 - 25 May, 2008 07:03 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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modified mp bobby rays to show inv. also disabled reinforcements in MP,
also disabled bio text if missing.

ps - things may be slow from time to time with ja2 dev, as ive been and will continue to be working and learning on 3 joomla websites, and getting some sleep.
If ur also wondering how far i will go with it... not far feature dev wise without some serious work to incorporate raknet replica manager, which i feel would be my next big dev if i where to but i dont have the time now and will be going to sydney again soon and be busy for a couple of months.
im still open to small tweaks and fixes though, so keep em coming.
it the way i see to do it properly with inventory and futures: http://www.rakkarsoft.com/raknet/manual/replicamanager.html
Edited by haydent (16 June, 2008 11:02 PM)
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#186366 - 26 May, 2008 03:59 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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disabled mp reading of ja2_options.ini to take default values only.
also looked into the xml issue and see it isnt as straight forward as there doesn't seem to be default options for this info in the source/exe ...
any suggestions ?
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#186409 - 26 May, 2008 08:13 AM
Re: JA2 1.13 Multiplayer (2)
[Re: RoWa21]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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just had a go at 3 player coop (meduna), and it crash mid game... it seems higher chance of this happening in coop now...
please anyone who can run the game in debugging mode wit visual studio to find where in the code it is crashing...
get me the full call stack output please.
setup vs2005 http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=186385&page=0#Post186385
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#186415 - 26 May, 2008 08:58 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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#186416 - 26 May, 2008 08:59 AM
Re: JA2 1.13 Multiplayer (2)
[Re: haydent]
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haydent
 Team v1.13 JA2MP Moderator
Registered:
Posts: 258
Loc: South Australia
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select all, copy, paste/post
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Moderator: Kaiden, Marlboro Man, lockie, haydent
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