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The Variables of "Ja2_mp.ini" |
Developmental Comments
The Online SVN Repo JagZilla (Bugzilla) How Co-Op Works Further Development How it all Works RakNet UDP Networking Changes |
Enable or disable the hiring of the same merc by more than one client...
If should report the Name of remotely hired mercs.
0 = All vs All only, 1= Team's Allowed, (as per client TEAM variable lsited above), 2 = Only Co-Op (coop not still working)
| b3 -- |
Well i cant even remeber everything i did today... * menu changed (MP has its own save game directory) * bonus added towards interrupt if your has his weapon ready * various message tweaks * Interrupt fix and some more... |
| b2 -- |
you can now return to real time if all active lan teams request so within one round
of turns NIV actually was working, it just doesnt operate @ 640 res. ;) |
| b1 -- |
lots of help has brough about some further progress ! no more interupt lockups interrupt reworkng updated source to include NIV other changes: save in turnbased when not turn, stay in game after death, etc etc this is initial intermediatary release, just to put something playable out there again... still needs more work on sync and interrutps etc etc. |
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rev. 02022008 -- (prebeta post final) |
I realised i got my exe's mixed up after doing some 3 player LAN testing today :),
and for the last few releases theres been some test code in there that would have
been making it not play well and wasnt meant to be in there... so while i was at
it again i have made some other quick fixes : * removed test code that shouldn't have been released (causing among other things blue 'update' text and sliding merc movement) * fixed loss of UI lock during interrupt fter being shot at * removed some 'non-ready' MERC profiles * fixed new MERC profiles tactical selection and face animation * disabled roof climbing (temp) * prevented 3-sec pausing of repo merc movement apon it being spotted by your merc |
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rev. 28012008 -- (prebeta final) |
This is just adding the prerelease changes. nothing new. This is the
final pre-beta, after this it will be beta and feature hopefully a upgraded network
synch system. this will however require more bandwidth than before, (~ 2kbs/client)
, but i think its worth it even though it will make playing any version past
this over dialup obsolete. Hopefully it will open up the way for further un-implemeted
game state synchro on a more regular basis. * fixed door ani los issue/bug * fixed bobby rays crash * synced up bandage health levels * added ~15 new game mercs to MERC * synced up doors! * synced up burst fire sounds * fixed death messaging * re-enabled intterupts * allowed disabling of hired name display * started using a dvorak keyboard * enabled the rest of the MERC bios * added begining kit bag loadout, an array in the ini for free stuff ! * disabled medical deposit costs * enabled the disabling of morale events * server can now manually end a clients turn or start a clients turn in realtime or turnbased (bound to 'Alt+E'), making the previous ini setting and command 'START_TEAM_TURN' obsolete . * removed the ini setting for testing interrupts now they are happening. * there is no more bobby rays crate (for now), items are dumped in the middle of the sector. * fixed crash from death animation being tried to apply to allready dead soldier * disabled death messaging * Interrrupt syncronisation of interupted merc's location apon being interrupted * Kicking/Removal of a Clients team of Mercs, bound to 'Alt+K' (this doesnt disconnect the client, allowing them to spectate) |
| rev. 17012008 -- |
ok , not alot of changes but some that will hopefully rectify a few of the
main issues popping up during testing so far... unfortuanately/fortunately this
is just a cheap hack/fix and a pretty raw solution, but ive ended going with it
for now as it is quick, it is accurate, and by the process of getting this far i
have learnt more that i can use later to upgrade or re-implement systems of synchronisation.
ie Dont get upset if it seems ive just patched some problems only to create some
more, (which may be the case as ive felt before), the aim is that this is atleast
a more evenly playable variant than before. * there is now a regular update sent out about every 2 seconds by the owner of each merc with stats on location, health and breath, this should help with the related issues. * when you assign a new destination for your merc, the calculated path is now sent out as well as the destination grid, as to your mercs location. this way all merc replications start their path from the same grid and follow the same path. (though fences "work", they have not been refined) * There is a grid movement synchronisation system akin to what is known as "lock-step" synchronisation, where no merc can advance further than the current grid with out all the other replications of themselves being ready to do so as well. How i got this to run smoothly and avoid the pause between the time of arrival, sending out such, awaiting all others to do so, recieving the go-ahead and continuing, is by requesting the sector in advance. So it is all happening in the background while traversing a grid, and if all are in sync and ready, the next grid is moved onto seemlesly ("nearly"), depending on ping... :) * stop commands are now synched further, such that when it is sent out it also contains and thus applies the settings of position and direction so all replications are stopped in the same grid. * The main Game engine no-longer automatically pauses game play while the Main Game Window is not selected (or backgrounded/minimized). i havent got as far as blocking game pausing altogether, but this will enable you to chat in irc etc. while the game keeps running and updating graphics happily including network traffic. Due to this the implementation of a chat system has been relegated in rank of things to do as irc is an excellent system and the few times ive used it in my experience ive been rather impressed. This too along with the fact that the implementation of a chat system would hinder game play and game display more than using irc itself, thus potentially bringing up further problems. You can quit easily fit a windowed game of ja2 at 1024 along side a resized small window of irc with todays standard 1280 res, but if you ahve an extra monitor your set ;) * I also fixed a problem which im not sure when or if it had come up before, where the servers mercs were being autoplaced apon ui unlock without selecting so. * Also im now back to distibuting debug exe builds, as after packing it isnt much size difference, and by running a debug exe you get a few more stats on errors and such, and it is further tested, by the community which i owe a big thankyou to for the feedback so far both through the forum thread and the ja2 1.13 jagzilla bugzilla bug tracking site. * I also disabled a mercs reproduction checking for enough AP's before making moves etc, as this is calculated by the owners game instance and results applied from there. All these updates should work just and well (and have been slightly tested so) to work with both real-time and turnbased. Happily all this synchronisation hasnt increased network traffic much at all and it still quite happily trots along at under 1kb/s in idle tactical view. Please report any problems you have as i rely on this mostly, due to any spare time i have being spent on resting and doing other things than coding, leaving little time for testing than that is necessary to check my changes "work" atleast... regards, Hayden. |
| rev. 11012008 -- |
* disabled hourly updates - causing breath loss on insertion on clients pc, but
not happening on remote merc duplicates, leading to unsync due to differing ani
speeds. this will have been accounting alot for some of why one merc has been faining
while the other still standing... this is big fix, you stil will get "slight unsyncs"
(a few grids), so someday i will still implement actualy updating of merc params
and traversal. (as there is atleast a small delay between when your werc starts
running and your merc replication starts running, throwing things like interrupts
and first time spots out of allignment between pc') * There was also some code which made enemy mercs anispeed different to a player's (now overidden) * coop discription in documentation fixed, (was around the wrong way) * something i forgot to mention last time, you can now load game from tactical placement gui, rather than only being able to quit game. * new spectator mode enabled once you are wiped out :) * fixed up death sends, to not create unkillable merc... * added in cheat testing function to the ini, to enalble showing of all mercs to enable testing * fixed panel shading while in opponent turn * fixed another possible unsyncer of a problem, where a client replicating a mercs move would pause the merc when it spotted another enemy merc (possibly there's) even though the merc being moved wasnt in their control and was a replication... so now only stops if ordered from moving owner... * added manual start for turn based mode, if the server want to start off a team straight up without realtime, might be handy for testing... * add clients specified names to the turn title bar :) * there will be still slight out of sync until proper game clock animation syncing between clients is implemented... * fixed a bug brought on by the screen locking function i started using, (to enable moving screen while not turn). prob was it wasnt unlocking prop for interrupts, so that is fixed now. * fixed a bug where interupt timed turn was going too quick as to the turn after that. its a quick hack that makes it the same time as you get for a "normal" turn... i cant figure out any better right now. * first time using release build rather than debug, if you have issues let me know and i can revert |
| rev. 08012008 -- |
We got quite a few good ones here... (where to start hmmm...)
* You can now move your screen around while its not your turn.
* The bottom right mini 'radar' map view of the selected sector from map view screen is now always active so you can see preview before play. * Bullet trajectory is now replicated, and follows same path on clients as on senders, as to synced are bullet hits, bullet misses, bullet hit structures and bullet hit windows. * Death's are networked as is the info relating to such, ie killer and team numbers.. * more INI parameters: ability to specify alliances and factions, to enable 2v2 or 1v3, and the specification of a Player name. * We got a bugzilla at http://ja2.discusrock.org/bugzilla/ * When all your mercs are killed you stay in the game, especially good for server to avoid droppouts for remaining players. * Interrupts work, (they did before but they do now for real...) * Change of state is replicated, ie blasted away, shrugging, animations * Dont expect anything from coop, i havent looked at it yet... |
| rev. 02012008 -- |
A heap more requested change additions:
* Timed Player Turns is now an option again, and the time allowed is adjustable
from the ini ! (TIMED_TURN_SECS_PER_TICK)
* More externalised ini server variables: MAX_MERCS, STARTING_BALANCE, TIMED_TURN_SECS_PER_TICK, DISABLE_BOBBY_RAYS, DISABLE_AIM_AND_MERC_EQUIP * M.E.R.C. hires now incur nominated daily salary apon hire. * All Game Options Screen choices are now only taken into effect by the server, and sent to the clients from there... * 1 day contract length for AIM is now only option |
| rev. 02012008 -- |
Quite alot of new changes:
* Bobby rays order are now delivered straight away into your sector, and can be
accessed before loading level, to allow time to dish out weaps befroe match...
* There is now a 4 step, staged launching system with "ready" check points at: all clients connected, all clients ready for load, all clients loaded, and all clients placed and ready for battle... there is also a manual server overide feature is someone drops or goes to sleep... * All the server settings are now set only by the servers ini and sent out to the clients apon connection, including the dropzone, which needs to be set before starting the server. (there is however a small bug where a client (not the server) cant load a saved game made once in tactical...) |
| rev. 31122007 -- |
We now have slightly tested Interrupt system working. Tested only so far with 2
players in Deathmatch, no AI. Needs for testing and no doubt modification...
it has new ini setting: "INTERRUPTS" to disable, enable and always (extreme for
testing) it.
The old "NET_DIVISOR" is now "DAMAGE_MULIPLIER" and is "decimal" (float), so 0.5
= half damage, 2 = double.Added basic in game help display |
| rev. 30122007 -- |
CoOp has been fixed ... AI is now propogated to the clients where spawned,
though only slightly tested, also added new dev notes on lan team turn implementation
and coop. also i forgot to mention the grid coordinate display script bound to key
'5' was fixed last release, as the X and Y where around the wrong way. Interupts
are on their way. |
| rev. 24122007 -- |
bug fixes: disabled interrupts to avoid lock-up, fixed crash bug of clicking in
"hashed" area while in tact place gui. |
| rev. 22122007 -- |
small adjustment to fix team 4 being treated as PLAYER_PLAN member and getting a
green shader ! , there are now 7 slots per LAN team, but 1 creature and 1 player_plan. |
| rev. 21122007 -- |
initial pre beta release |