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- Updated XML files in Data\TableData - Moved Document files to new folder named "Docs" git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1134 4f8fa57e-7814-0410-bad4-adc449f26b7c
1224 lines
69 KiB
HTML
1224 lines
69 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
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<title>JA2 v1.13 Multiplayer</title>
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</head>
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<body>
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b3<br>
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<br>
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<div style="text-align: center;">
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<h2>
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JA2 v1.13 Multiplayer</h2>
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(you'll need NIV installed from now on)
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</div>
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<br>
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<table style="background-color: rgb(255, 255, 173); text-align: left; margin-left: auto;
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margin-right: auto; height: 491px; width: 612px;" border="1" cellpadding="2"
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cellspacing="2">
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<tbody>
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<tr>
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<td style="width: 198px; text-align: left; background-color: rgb(255, 255, 173);
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vertical-align: top;">
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<div style="text-align: center; width: 182px;">
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<br>
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<big>Getting Started</big><br>
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<hr style="height: 2px; width: 80%;">
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<br>
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<a href="#Installing">Installing</a><br>
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<a href="#Setting_up_Ja2_mp.ini">Setting up Ja2_mp.ini</a><br>
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<br>
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<a href="readme.html#Setting_the_Drop_Zone">Setting the Drop Zone</a><br>
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<a href="#Starting_a_Server">Starting a Server</a><br>
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<a href="#Connecting_the_Client">Connecting the Client</a><br>
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<br>
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<a href="#Hiring_you_Mercs">Hiring you Mercs</a><br>
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<a href="#Doin_Bobby_Rays">Doin' the Bobby Ray's</a><br>
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<br>
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<a href="#Starting_the_Battle">Starting the Battle</a><br>
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<a href="#Placing_you_Mercs">Placing your Mercs</a><br>
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<a href="#Entering_Tactical">Entering Tactical</a><br>
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<br>
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<a href="#Dukein_it_out">Duke'in it out</a><br>
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<a href="#The_Battle_Ends">The Battle Ends</a><br>
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<br>
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</div>
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<div style="text-align: center; width: 157px;">
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<a href="#Disconnecting_a_ServerClient">Disconnecting a Server/Client</a><br>
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<br>
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<a href="#The_Server_Overide_Function_and_In-game_help">The Server Overide Functions
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and In-game help</a><br>
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<br>
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</div>
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</td>
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<td style="vertical-align: top; width: 287px;">
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<div style="text-align: center;">
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<br>
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<big>The Variables of "Ja2_mp.ini"<br>
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</big>
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<hr style="height: 2px; width: 80%;">
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</div>
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<div style="text-align: center;">
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<br>
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<span style="font-weight: bold;">Client Settings:</span><br>
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<br>
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<a href="readme.html#SERVER_IP">SERVER_IP</a><br>
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</div>
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<div style="text-align: center;">
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<a href="readme.html#SERVER_PORT">SERVER_PORT </a>
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<br>
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</div>
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<div style="text-align: center; width: 268px;">
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<br>
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</div>
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<div style="text-align: center;">
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<a href="#OP_TEAM_X">OP_TEAM_'X'</a><br>
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<a href="#CLIENT_NAME">CLIENT_NAME</a><br>
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<a href="readme.html#SECTOR_EDGE">SECTOR_EDGE </a>
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<br>
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</div>
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<div style="text-align: center;">
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<br>
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<a href="readme.html#CRATE_X"></a>
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</div>
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<div style="text-align: center;">
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<span style="font-weight: bold;">Server only Settings:</span><br>
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<br>
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<div style="text-align: center;">
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<div style="text-align: center;">
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<a href="readme.html#MAX_CLIENTS">MAX_CLIENTS</a><br>
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<a href="#MAX_MERCS">MAX_MERCS</a><br>
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<a href="readme.html#MAX_CLIENTS"></a><a href="readme.html#NET_DIVISOR">DAMAGE_MULTIPLIER</a><br>
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<a href="#STARTING_BALANCE">STARTING_BALANCE</a><br>
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<a href="#TIMED_TURN_SECS_PER_TICK">TIMED_TURN_SECS_PER_TICK</a><br>
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<br>
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<a href="readme.html#SAME_MERC">SAME_MERC </a>
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<br>
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<a href="#REPORT_NAME"><span style="font-weight: normal;">REPORT_NAME</span></a><br>
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<a href="#Co_Op">Co_Op</a><br>
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<a href="#PLATER_BSIDE">PLAYER_BSIDE </a>
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<br>
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<a href="#DISABLE_BOBBY_RAYS_">DISABLE_BOBBY_RAYS</a> <br>
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<a href="#DISABLE_AIM_AND_MERC_EQUIP">DISABLE_AIM_AND_MERC_EQUIP</a><br>
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<br>
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<a href="readme.html#ENEMY_ENABLED">ENEMY_ENABLED </a><br>
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</div>
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<div style="text-align: center;">
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<a href="readme.html#CREATURE_ENABLED">CREATURE_ENABLED </a><br>
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</div>
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<div style="text-align: center;">
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<a href="readme.html#MILITIA_ENABLED">MILITIA_ENABLED </a><br>
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</div>
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<a href="readme.html#CIV_ENABLED">CIV_ENABLED</a><br>
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<br>
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<a href="#TESTING">TESTING</a><br>
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<a href="#START_TEAM_TURN">START_TEAM_TURN</a><br>
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</div>
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<a href="readme.html#INTERRUPTS"></a>
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<br>
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</div>
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</td>
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<td style="vertical-align: top; width: 433px;">
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<br>
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<div style="width: 226px; text-align: center;">
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<big>Developmental Comments</big><br>
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<hr style="height: 2px; width: 80%;">
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<br>
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<a href="#The_Online_SVN_Repo">The Online SVN Repo</a><br>
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<br>
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<a href="#JagZilla_Bugzilla">JagZilla (Bugzilla)</a><br>
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<br>
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<a href="#What_no_Co-Op_">How Co-Op Works</a><br>
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<br>
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<a href="#Further_Development">Further Development</a><br>
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<br>
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<a href="#How_it_all_Works">How it all Works</a><br>
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<br>
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<a href="#RakNet_UDP_Networking">RakNet UDP Networking</a><br>
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<br>
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<a href="#_last_minute_notes:">Changes</a><br>
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<br>
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<h3 style="margin-left: 80px;">
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<span style="font-weight: normal;">
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<br>
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</span>
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</h3>
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<br>
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</div>
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</td>
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</tr>
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</tbody>
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</table>
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<br>
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<hr style="height: 2px; margin-right: auto; margin-left: 33px; width: 1043px;">
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<div style="margin-left: 40px; text-align: center;">
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<h3>
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<big>Getting Started</big></h3>
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</div>
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<div style="margin-left: 80px;">
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<h3 style="font-weight: normal;">
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<a name="Installing"></a>Installing</h3>
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<div style="margin-left: 40px;">
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If you use SVN, just update the Game Directory. <br />
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If you do not use SVN, download the RAR-Package and extract it in your Jagged
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Alliance 2 root directory.</div>
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</div>
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<div style="margin-left: 80px;">
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<h3 style="font-weight: normal;">
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<a name="Setting_up_Ja2_mp.ini"></a>Setting up Ja2_mp.ini</h3>
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<div style="margin-left: 40px;">
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Don't think you can skip this step, there's too much in here
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which needs independently configuring per client to achieve successfull connection
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and gameplay.<br>
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<br>
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You will find a copy of this file with the release, this needs
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to go in your root Ja2 directory, along with the .exe included. It contains all
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the variables and parameters i have added which are convenient to change. They are
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read in from the file as part of starting up the Raknet Client. So if you change
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a setting in the file, you dont need to restart the game engine for effect, simply
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restart the net client. More about these variables in the following section
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where i detail each one.</div>
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</div>
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<div style="margin-left: 40px;">
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<div style="margin-left: 80px;">
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<br>
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</div>
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<div style="margin-left: 40px;">
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<h3 style="font-weight: normal;">
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<a name="Setting_the_Drop_Zone"></a>Setting the Drop Zone</h3>
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<div style="margin-left: 40px;">
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This is now the first step after starting a new game and choosing
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initial game option, and is only done by the server, client changes have no effect.
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This cannot be changed once server started/running. <br>
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<br>
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Switch to the Airspace display by either clicking on the map button or pressing
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the 'A' key. Then click on the 'bullseye' to select it, (which will at startup be
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located at secotor 9,1 "Omerta"), then place it as the agreed/desired game sector.
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All hired Mercs and Bobby Rays orders will now be sent there.</div>
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</div>
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<div style="margin-left: 80px;">
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<br>
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</div>
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</div>
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<div style="margin-left: 80px;">
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<h3 style="font-weight: normal;">
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<a name="Starting_a_Server"></a>Starting a Server</h3>
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<div style="margin-left: 40px;">
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Ok... start a new game and when presented with the map screen,
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press the '1' key, (it works on the numpad too). You should see some little remarks
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about the server starting up. If other clients cannot connect to you (the server),
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be sure that the selected port in ja2_mp.ini is forwarded on your router!</div>
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<h3 style="font-weight: normal;">
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<a name="Connecting_the_Client"></a>Connecting the Client</h3>
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<div style="margin-left: 40px;">
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If you are the host you automatically connected to the server
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if you pressed '1'. If you aren't the host, start a new multiplayer game. The settings
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in the start new game screen does not matter, because you will receive the settings
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from the server after you connected. On strategy map screen, press the '2' key and
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you get connected to the server. In either situation you should see some comments about the Raknet
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network client starting up, and then if you have specified the right variables in
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Ja2_mp.ini and your network/firewall is "ok", you should make connection and
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see report of this from both the server and client. If you need to change a variable
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in your config or simply have another go at connecting, you can press the '2' key
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again after your attempt has been reported as failed, or kill the client/server
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and start it again.</div>
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<h3 style="font-weight: normal;">
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<a name="Hiring_you_Mercs"></a>Hiring you Mercs</h3>
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When all clients are connected and only then
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should you start hiring mercs, when the server is ready, they press the '3' key
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to unlock the laptop access.
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<div style="margin-left: 40px;">
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Boot up your laptop and hire up-to 7 Mercs from the selections
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at AIM and MERC... Due to the assumed fact that their proceeding action wont be
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longer than a day, the default chosen contract length, delivery time and confirmation
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have been adjusted for ease of use.<br>
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<br>
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I might also add here that this can be a good time to save the
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game, once all clients have hired their mercs, this way if there is a crash or some
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other problem or you just want to start again or play once more, you can do so quicker.
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Though bobby rays orders are not save at the moment, so save before placing them.</div>
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<h3 style="font-weight: normal;">
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<a name="Doin_Bobby_Rays"></a>Doin' the Bobby Ray's</h3>
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<div style="margin-left: 40px;">
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I just had to add this in because i could ;p ... the default
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destination and shipping choice have been pre-set, and there's no difference in
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changing them. <br>
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<br>
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The delivery is now made immediately after order, and available
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from the map inventory screen, without loading the level !, into your pre-located
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crate as specified in the config file. Further orders can be made mid game. Note
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i've changed the defualt game options to gives the best bobby rays selection, this
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is great, unless you want it otherwise.</div>
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<h3 style="font-weight: normal;">
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<a name="Starting_the_Battle"></a>Starting the Battle</h3>
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<div style="margin-left: 40px;">
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When all clients have followed the above steps and are ready
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for battle, from the map screen, press the '3' key. When all clients are ready,
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this will load the level and launch the "Tactical Placement GUI", as known
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by the overhead map view of the sector, allowing placement of Mercs along allocated
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edge space once all clients are loaded.</div>
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<h3 style="font-weight: normal;">
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<a name="Placing_you_Mercs"></a>Placing your Mercs</h3>
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<div style="margin-left: 40px;">
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When all clients are loaded you can begin. *Be carefull
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if for some reason you will be placing opposed mercs along the same edge or at a
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corner where they may be in immediate sighting range of another clients enemy merc
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edge, you will probably have problems, as the code doesn't like starting the battle
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(going into tactical) and going straight into turnbased mode when all clients aren't
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in tactical yet, ie still in placement mode.</div>
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<h3 style="font-weight: normal;">
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<a name="Entering_Tactical"></a>Entering Tactical</h3>
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<div style="margin-left: 40px;">
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When all clients have finished with their merc placement and
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are ready, all can selet "Done". This will set you as "ready" unless you cancel,
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and when all are ready it will go into what is called "Tactical View". It will start
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in realtime until the the first opposed sighting is made at which time it changes
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to turn-based mode. The game can also switch back to realtime if each clients have
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not seen each other for some turns.</div>
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</div>
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<div style="margin-left: 40px;">
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<h3 style="margin-left: 40px;">
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<span style="font-weight: bold;"></span><span style="font-weight: normal;"><a name="Dukein_it_out">
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</a>Duke'in it out</span></h3>
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<div style="margin-left: 80px;">
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Let me break it to you now so as to dash those hopes you had
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of experiencing the full spectrum of intricacy and complexity afforded by the Ja2
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engine but in Multiplayer...<br>
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<br>
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Very little of the combat components have been implemented at this stage... here
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is the list of what is sent across the network and as such justifies allowed gameplay
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manouvers:<br>
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<br>
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** moving your mercs on the ground level, ** changing stance between standing, crouching,
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and prone, ** changing facing direction, ** firing a gun, ** bullet damages
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and ** stopping a merc apon spotting new enemy...<br>
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<br>
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I might also mention that ** knife damages, ** punch damages,
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** and burst fire damages are implemented, however the animations are not. This
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leaves pretty much all the rest of the fun un-implemented, so agree to avoid it
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to save confusion and invalid battle actions, for example, roofs, med packs,
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and grenades etc. etc.</div>
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</div>
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<div style="margin-left: 40px;">
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<div style="margin-left: 40px; text-align: left;">
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<h3>
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<span style="font-weight: normal;"><a name="The_Battle_Ends"></a>The Battle Ends</span></h3>
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</div>
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<div style="text-align: left;">
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<div style="margin-left: 80px;">
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Once all but one team is left we have a winner, and you will
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either be presented with notification of defeat or, be returned to realtime and
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as such become the winner / survivor.<br>
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From here im not sure whatis possible, you could obviously start a new game, but
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you could also try hiring more mercs and gear, which will be delivered automatically.
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Perhaps even the survivor could walk to another sector, and those defeated, hiring
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more weapons and mercs could change their destination sector. Though it hasnt been
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tested...</div>
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</div>
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</div>
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<div style="text-align: left;">
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<div style="margin-left: 40px;">
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<h3 style="font-weight: normal; margin-left: 40px;">
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<a name="Disconnecting_a_ServerClient"></a>Disconnecting a Server/Client</h3>
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<div style="margin-left: 80px;">
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By pressing the '4' key, from the Tactical (map) view, the server and client process's
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if running will be disconnected and 'killed', reseting parameters relating to status
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of connection.</div>
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</div>
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</div>
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<div style="margin-left: 40px;">
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<div style="margin-left: 80px;">
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<br>
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</div>
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</div>
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<div style="margin-left: 40px;">
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<h3 style="font-weight: normal; margin-left: 40px;">
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<a name="The_Server_Overide_Function_and_In-game_help"></a>The Server Overide Functions
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and In-game help</h3>
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<div style="margin-left: 80px;">
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Now's a good time to mention some new features, one is the Server Overide Function,
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bound to the key '7', which can be used by the server to bypass any of the mod's
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4 launch checkpoints. There is also a small help display bound to 'F1' and 'F2'
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if you forget your keys..., oh, there is also bound to '5' a script to show
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mouse grid coordinates.<br>
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</div>
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</div>
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<div style="margin-left: 40px;">
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<div style="margin-left: 80px;">
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<br>
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The server can now also Manually end another players turn (or if in realtime, start
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turnbased action) with 'Alt+E'.<br>
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<br>
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As well the server can "kick" a player with 'Alt+K'. This removes all copies of
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that clients mercs throughout the network , causing there turn to be skipped, but
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leaving them connected to spectate.<br>
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</div>
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</div>
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<br>
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<div style="margin-left: 0px; width: 1228px;">
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<hr style="height: 2px; margin-right: auto; margin-left: 23px; width: 1080px;">
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</div>
|
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<div style="text-align: center;">
|
|
<h3>
|
|
<big>The Variables of "Ja2_mp.ini"</big></h3>
|
|
<br>
|
|
<h3 style="font-weight: normal; text-align: left;">
|
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<strong>
|
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Client Settings: (set all on all):</strong></h3>
|
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</div>
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<ul>
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<li>
|
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<h3 style="margin-left: 80px;">
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<a name="SERVER_IP"></a><span style="font-weight: normal;">SERVER_IP </span></h3>
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</li>
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</ul>
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<div style="margin-left: 160px;">
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This is the IP addess that your client will connect to. You can
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use "127.0.0.1" if you are the host.<br />
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If you are not the host you have to enter the external IP address of the server.
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The server can look at www.whatismyip.com to get the external<br />
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IP address. <br />
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Don't forget the
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<span style="font-weight: bold;">"quotation" </span>marks. This doesnt need to be
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set if you are the server.</div>
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<ul>
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</ul>
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<ul>
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<li>
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<h3 style="margin-left: 80px;">
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<a name="SERVER_PORT"></a><span style="font-weight: normal;">SERVER_PORT</span></h3>
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</li>
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</ul>
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<div style="margin-left: 40px;">
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<div style="margin-left: 120px;">
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<span style="font-weight: normal;"> The port that the server and client
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will connect through, best if not used by other apps and isnt blocked by a firewall,
|
|
router etc. > 6000 is best, set it the same on all machines and it doesnt need
|
|
to be writting in "quotation" marks as don't the rest of the variables.<br />
|
|
If other clients cannot connect to your server, be sure that this port is forwarded
|
|
on your router!</span></div>
|
|
</div>
|
|
<ul>
|
|
</ul>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="OP_TEAM_X"></a><span style="font-weight: normal;">TEAM</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
Pick a team number, if its the same as another clients, you will be allied while
|
|
Teams are allowed by server.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="CLIENT_NAME"></a><span style="font-weight: normal;">CLIENT_NAME</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
This can be upto 30 'char' characters. make sure to keep the "quotation" marks around
|
|
it ! ie "hayden"<br>
|
|
</div>
|
|
<div style="margin-left: 80px;">
|
|
<br>
|
|
</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="SECTOR_EDGE"></a><span style="font-weight: normal;">SECTOR_EDGE</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
Choose between 0 and 3, to set your starting sector edge
|
|
(ubStrategicInsertionCode) , 0=North, 2=East, 1=South, and 3=West.
|
|
<br>
|
|
<br>
|
|
</div>
|
|
<h3 style="font-weight: normal;">
|
|
<strong>
|
|
Server Only Settings: (no effect on client only game):</strong></h3>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="MAX_CLIENTS"></a><span style="font-weight: normal;">MAX_CLIENTS</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 120px;">
|
|
This can't
|
|
be made higher than 4 (for the games sake), but lower is ok. Best to set this to
|
|
the expected number of clients to allow for proper game launch <br />
|
|
check progressions....</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="MAX_MERCS"></a><span style="font-weight: normal;">MAX_MERCS</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 120px;">
|
|
Number of
|
|
mercs hireable by each player, Maximum for this mod is 7. 6 is good as that
|
|
is the squad limit (though you can have more than one sqaud.)<br>
|
|
</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="NET_DIVISOR"></a><span style="font-weight: normal;">DAMAGE_MULTIPLIER</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
Originally 'net_divisor' it is now the factor, and can handle decimal
|
|
value (float), eg 0.5 = half, 0.3333 = third, 2 = double.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="STARTING_BALANCE"></a><span style="font-weight: normal;">STARTING_BALANCE</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
The Starting balance for all clients set in dollars without the $ sign.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="STARTING_BALANCE"></a><span style="font-weight: normal;">TIME</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
Game starting time. (FLOAT).
|
|
The values are in hours (0.5 = 1/2 hour).
|
|
Default value is 7 (7am), ie 13.5 = 1:30pm</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="TIMED_TURN_SECS_PER_TICK"></a><span style="font-weight: normal;">TIMED_TURN_SECS_PER_TICK</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
A divisor of how much time each client has for its turn. Default = 100,
|
|
less = more time.<br>
|
|
10 = 43 seconds, 15 = 28s, 20 = 22, 25 = 19s, 50 = 17s, 100 = 15s, *with only cliff,
|
|
fresh on 22 ap's*.<br>
|
|
</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="SAME_MERC"></a><span style="font-weight: normal;">SAME_MERC</span></h3>
|
|
</li>
|
|
</ul>
|
|
<p style="margin-left: 160px;">
|
|
Enable or disable the hiring of the same merc by more than
|
|
one client... </p>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="REPORT_NAME"></a><span style="font-weight: normal;">REPORT_NAME</span></h3>
|
|
</li>
|
|
</ul>
|
|
<p style="margin-left: 160px;">
|
|
If should report the Name of remotely hired mercs.</p>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="Co_Op"></a><span style="font-weight: normal;">GAME_MODE</span></h3>
|
|
</li>
|
|
</ul>
|
|
<p style="margin-left: 160px;">
|
|
0 = All vs All only, 1= Team's Allowed, (as per client
|
|
TEAM variable lsited above), 2 = Only Co-Op (coop not still working)</p>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="DISABLE_BOBBY_RAYS_"></a><span style="font-weight: normal;">DISABLE_BOBBY_RAYS </span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
1 = true, 0 = false.<br>
|
|
</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="DISABLE_AIM_AND_MERC_EQUIP"></a><span style="font-weight: normal;">DISABLE_AIM_AND_MERC_EQUIP</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
1 = true, 0 = false.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="ENEMY_ENABLED"></a><span style="font-weight: normal;">ENEMY_ENABLED</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
This as with the following 3 options can now be set to 0 or 1,
|
|
to enable or disable the spawning of the respetive AI faction. The clients never
|
|
generate anything themselves, just spawn what is passed to them from the server
|
|
to make sure all players have same AI. The AI is only controlled/running on the
|
|
server game. Actions are from ther sent out.<br>
|
|
<br>
|
|
These options are now only server side, and need only be set
|
|
in its .ini
|
|
</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="CREATURE_ENABLED"></a><span style="font-weight: normal;">CREATURE_ENABLED</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
Leave creature disabled as thier team size was reduced
|
|
to 1 from 32 to make room for LAN players... </div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="MILITIA_ENABLED"></a><span style="font-weight: normal;">MILITIA_ENABLED</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
0 = disable, 1 = enable.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="CIV_ENABLED"></a><span style="font-weight: normal;">CIV_ENABLED</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
0 = disable, 1 = enable.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="TESTING"></a><span style="font-weight: normal;">TESTING</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
when 1, enables cheat function bound to '9', containing helpfull testing
|
|
function, show all mercs, though i believe it makes getting an interrupt harder....<br>
|
|
</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="TESTING"></a><span style="font-weight: normal;">DISABLE_MORALE</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
Enable or Disable Morale Changes during battle.</div>
|
|
<ul>
|
|
<li>
|
|
<h3 style="margin-left: 80px;">
|
|
<a name="TESTING"></a><span style="font-weight: normal;">KIT_BAG</span></h3>
|
|
</li>
|
|
</ul>
|
|
<div style="margin-left: 160px;">
|
|
An array of items to be given to each merc hired at the start of the game,
|
|
repeat a item number for more than 1 each item can not have number of digits
|
|
greater than 4, is <=9999, total length for this string is 100, including brackets
|
|
and commas, and no more than 20 items int total. these can be adjusted apon request<br>
|
|
examples: 201=first aid, 214=canteen, 199=comp binoc's, 222=energy boost (aka stim
|
|
pack), 235=regen boost, 300=light knife, 49=knuckle dusters.<br>
|
|
look in items.xml for full list, of coarse this is also limited to mercs inc capactiy.<br>
|
|
Also note that right now they are not added to replicants, so they wont be dropped
|
|
by killed mercs other than your own.</div>
|
|
<div style="margin-left: 40px;">
|
|
</div>
|
|
<div style="margin-left: 80px;">
|
|
</div>
|
|
<div style="margin-left: 0px; width: 1228px;">
|
|
<hr style="height: 2px; margin-right: auto; margin-left: 23px; width: 1080px;">
|
|
</div>
|
|
<div style="text-align: center;">
|
|
<h3>
|
|
<big>Developmental Comments</big></h3>
|
|
</div>
|
|
<div style="text-align: center;">
|
|
<br>
|
|
<div style="text-align: left;">
|
|
<h3 style="font-weight: normal;">
|
|
<a name="The_Online_SVN_Repo"></a>The Online SVN Repo</h3>
|
|
Thanks to the forward help of <span class="small"></span><a
|
|
href="http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showprofile&User=3220">
|
|
lalienxx</a> at the Bear's Bit i have some SVN space where you can get the source
|
|
code as i update it using an SVN client such as TortoiseSVN. I'm open to contributions,
|
|
i currently am running Visual Studio 2005 express.<br>
|
|
<br>
|
|
<a name="JagZilla_Bugzilla"></a>JagZilla (Bugzilla) Thanks to
|
|
the forward help of <span class="small"></span><a href="http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showprofile&User=3220"><b><span
|
|
id="menu_control_170006"></span></b></a><b><a href="javascript:void(0);" onclick="showHideMenu('menu_control_170006','profile_popup_170006');">JAPH</a>
|
|
</b>at the Bear's Bit we have a bugzilla space where you can post you comments,
|
|
requests and bugs without them getting lost in the forums, plus you get tracking
|
|
and it new ... ;)<br>
|
|
<a href="http://ja2.discusrock.org/bugzilla/">
|
|
http://ja2.discusrock.org/bugzilla/</a><br>
|
|
<h3 style="font-weight: normal;">
|
|
<a name="What_no_Co-Op_"></a>How Co-Op Doesnt works (well not that well, right now...)</h3>
|
|
If it does... (you'll have to get back to me on that)<br>
|
|
I seems
|
|
to have nutted out the problem stopping my initial sometimes working attempt from
|
|
working all the time. it was that the Inv array part of the Merc Create struct ,
|
|
which is a class and not that simple, was getting mangled through the RPC call,
|
|
so i fixed it by pulling out the inventory items into a dedicated struct to hold
|
|
them and the old struct, passing this, and then at the other end (the recieve) a
|
|
new create merc struct is initiated, and filled with values from the old struct,
|
|
(the bits that pass through ok), and the pulled out inventory items passed through
|
|
"outside" with it.<br>
|
|
<br>
|
|
It seems to work out, so let me know if you have any experience
|
|
to comment on. The AI components are now set server side only. And are sent out
|
|
when the server creates them, which is generally after going from the tactical placement
|
|
gui, into the tactical "action" view.
|
|
<h3 style="font-weight: normal;">
|
|
<a name="Further_Development"></a>Current Development</h3>
|
|
Currently we have RoWa21 from the boards coding some changes
|
|
! He's helped allready by mergin my oringinal code with thet latest 1.13 and NIV,
|
|
he will also be helping with other coding areas. this being said theres plenty to
|
|
be done and more help would be good. hopefully we can get coop working and the basic
|
|
combat and movement systems working and synchronized effectively.<br />
|
|
<br>
|
|
You can contact me (<b><a href="http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showprofile&User=4977">
|
|
haydent </a></b>) through the Bear Pit's Forum<br>
|
|
<br>
|
|
<a href="http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=165740&page=1">
|
|
<span style="text-decoration: underline;">http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=165740&page=1</span></a>
|
|
<br>
|
|
<br>
|
|
<br>
|
|
<h3 style="font-weight: normal;">
|
|
<a name="How_it_all_Works"></a>How it all Works</h3>
|
|
(well some of it) Maybe you dont want to get your head under
|
|
the bonet and into the code itself just yet but are just interested to know how
|
|
i went about certain things, here's a brief run down.
|
|
<br>
|
|
<br>
|
|
Well firslty i hope it does work, atleast some for you, ive barely
|
|
play tested, just loading it up on my spare computer which is a laptop with no screen
|
|
and a damaged faulty monitor output plug, enough though that i could test my code
|
|
worked, but iver christmas i hope to test it further, perhaps you can to and give
|
|
some feedback.<br>
|
|
<br>
|
|
Aside from the Initial Server and Client components which i transfered
|
|
and modified from a "Chat Example" project that comes with RakNet. I used a function
|
|
of RakNet called RPC or Remote Procedure Calls to send and recieve my communication.
|
|
This is easy as it avoid having to package my data into packets, send it, then open
|
|
it at the other end and work out what to do with it. An RPC function simply executes
|
|
the function specified on the other specified remote clients, in this case all but
|
|
the sender.<br>
|
|
<br>
|
|
The server computer lets each client/side know when its there
|
|
turn and the clients tell the server when they've finished they're's. When a client
|
|
give the fire weapon order, an inital command is sent out to all the other clients
|
|
telling them to do the same. Except when the other clients get to the bit of code
|
|
which applies the hit and damage, if the command came from another Client they stop.
|
|
Then when the Original client works out the hit damage taking into consideration
|
|
random factors, and if it happened, and sends it out to all the other clients which
|
|
then apply it hopefully in time to make it all seem connected.... You will notice
|
|
wont short-coming of this, is that a client having recieved an order to replicate
|
|
a weapon firing, may do so, but calculate that this particaular shot is going to
|
|
miss, and such show the difference in arc for the bullet animation to miss, but
|
|
just as you see the bullet whizzing past your head, you recieve the second command
|
|
from the attacking client (the one which has the bullet hitting and it's damages)
|
|
... this is then applied and your on half health after breathing what was in this
|
|
case, a too eager sigh of relief ... and the same example vice versa .<br>
|
|
<br>
|
|
As for the few other implemented commands, the are pretty simple
|
|
and straight forward...<br>
|
|
<br>
|
|
So much of the time i've been looking through the code and i
|
|
would find things that were almost perfectly set up for multiplayer and often not
|
|
used at all, there was a definate effort by the original creators and they came
|
|
close in my opinion... id love to know what stopped them... ?<br>
|
|
<br>
|
|
Now another of the new systems implemented is the 4 new
|
|
LAN teams (bteam: 6, 7, 8, and 9). How i did this was to have 4 new teams, 1 for
|
|
wach client, max at 4. when client 1 hires a merc for example it is sent out and
|
|
spawned on the other clients in team 6. client 2 in 7, client 3 in 8 and 4 in 9.
|
|
The server (client 1) handles the team order and sends the command to each client
|
|
to start any particualr teams turn, including the AI. There are a set number range
|
|
of ubID's for each team: 6(client 1, the server) is 120 to 126 (7 members), on any
|
|
client, their own mercs take slots 0 through 19 team 0, but when a client sends
|
|
out a new move for example, the merc's ID (ubID) is prefixed (added) with a corresponding
|
|
number to their client number (netbTeam) to match it with the network spawned merc
|
|
copies in the other games. for example any clients first merc will be ubID 0 and
|
|
team 0, if its client 1 (server) a prefix of 120 is added on to make its ubID 120
|
|
which is the first clot for team 6 which is used to hold the "copies" of client
|
|
1's team remotely. if its client 2, the prefix is 127, and so on... i hope this
|
|
makes things clearer ;)<br>
|
|
<br>
|
|
The interupts are working again for what i have tested... and
|
|
are only calculated by the merc (and owners computer) that is moving because they
|
|
have the most up-to date info regarding merc (namely theirs) positions.<br>
|
|
<br>
|
|
<h3 style="font-weight: normal;">
|
|
<a name="RakNet_UDP_Networking"></a>RakNet UDP Networking</h3>
|
|
If your interested in more information on the free C++ UDP based
|
|
network library used in this project follow this link for where there is a forum,
|
|
doxygen manual and you can download it yourself.<br>
|
|
<a href="http://www.rakkarsoft.com/">http://www.rakkarsoft.com/</a><br>
|
|
<br>
|
|
<h3 style="font-weight: normal;">
|
|
<a name="_last_minute_notes:"></a>Changes:</h3>
|
|
<br>
|
|
<table style="text-align: left; width: 100%;" border="0" cellpadding="3" cellspacing="0">
|
|
<tbody>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
b3 --</td>
|
|
<td>
|
|
Well i cant even remeber everything i did today...<br>
|
|
* menu changed (MP has its own save game directory)<br>
|
|
* bonus added towards interrupt if your has his weapon ready<br>
|
|
* various message tweaks<br>
|
|
* Interrupt fix<br>
|
|
and some more...</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="vertical-align: top; text-align: right;">
|
|
b2 --
|
|
</td>
|
|
<td>
|
|
you can now return to real time if all active lan teams request so within one round
|
|
of turns<br>
|
|
NIV actually was working, it just doesnt operate @ 640 res. ;)<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
b1 --
|
|
</td>
|
|
<td>
|
|
lots of help has brough about some further progress !<br>
|
|
<br>
|
|
no more interupt lockups<br>
|
|
interrupt reworkng<br>
|
|
updated source to include NIV <br>
|
|
other changes: save in turnbased when not turn, stay in game after death, etc
|
|
etc<br>
|
|
<br>
|
|
this is initial intermediatary release, just to put something playable out there
|
|
again...<br>
|
|
<br>
|
|
still needs more work on sync and interrutps etc etc.<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 02022008 --<br>
|
|
(prebeta post final)
|
|
</td>
|
|
<td>
|
|
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 :<br>
|
|
<br>
|
|
* removed test code that shouldn't have been released (causing among other things
|
|
blue 'update' text and sliding merc movement)<br>
|
|
<br>
|
|
* fixed loss of UI lock during interrupt fter being shot at<br>
|
|
<br>
|
|
* removed some 'non-ready' MERC profiles<br>
|
|
<br>
|
|
* fixed new MERC profiles tactical selection and face animation<br>
|
|
<br>
|
|
* disabled roof climbing (temp)<br>
|
|
<br>
|
|
* prevented 3-sec pausing of repo merc movement apon it being spotted by your merc<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 28012008 --<br>
|
|
(prebeta final)
|
|
</td>
|
|
<td>
|
|
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.<br>
|
|
<br>
|
|
* fixed door ani los issue/bug<br>
|
|
<br>
|
|
* fixed bobby rays crash<br>
|
|
<br>
|
|
* synced up bandage health levels<br>
|
|
<br>
|
|
* added ~15 new game mercs to MERC<br>
|
|
<br>
|
|
* synced up doors!<br>
|
|
<br>
|
|
* synced up burst fire sounds<br>
|
|
<br>
|
|
* fixed death messaging<br>
|
|
<br>
|
|
* re-enabled intterupts<br>
|
|
<br>
|
|
* allowed disabling of hired name display<br>
|
|
<br>
|
|
* started using a dvorak keyboard<br>
|
|
<br>
|
|
* enabled the rest of the MERC bios<br>
|
|
<br>
|
|
* added begining kit bag loadout, an array in the ini for free stuff !<br>
|
|
<br>
|
|
* disabled medical deposit costs<br>
|
|
<br>
|
|
* enabled the disabling of morale events<br>
|
|
<br>
|
|
* 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 .<br>
|
|
<br>
|
|
* removed the ini setting for testing interrupts now they are happening.<br>
|
|
<br>
|
|
* there is no more bobby rays crate (for now), items are dumped in the middle of
|
|
the sector.<br>
|
|
<br>
|
|
* fixed crash from death animation being tried to apply to allready dead soldier<br>
|
|
<br>
|
|
* disabled death messaging<br>
|
|
<br>
|
|
* Interrrupt syncronisation of interupted merc's location apon being interrupted<br>
|
|
<br>
|
|
* Kicking/Removal of a Clients team of Mercs, bound to 'Alt+K' (this doesnt disconnect
|
|
the client, allowing them to spectate)<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 17012008 --</td>
|
|
<td>
|
|
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.<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
* 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)<br>
|
|
<br>
|
|
* 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... :)<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
* 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 ;)<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
All these updates should work just and well (and have been slightly tested so) to
|
|
work with both real-time and turnbased.<br>
|
|
<br>
|
|
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.<br>
|
|
<br>
|
|
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...<br>
|
|
<br>
|
|
regards,<br>
|
|
<br>
|
|
Hayden.<br>
|
|
<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 11012008 --</td>
|
|
<td>
|
|
* 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')<br>
|
|
<br>
|
|
* There was also some code which made enemy mercs anispeed different to a player's
|
|
(now overidden)<br>
|
|
<br>
|
|
* coop discription in documentation fixed, (was around the wrong way)<br>
|
|
<br>
|
|
* something i forgot to mention last time, you can now load game from tactical placement
|
|
gui, rather than only being able to quit game.<br>
|
|
<br>
|
|
* new spectator mode enabled once you are wiped out :)<br>
|
|
<br>
|
|
* fixed up death sends, to not create unkillable merc...<br>
|
|
<br>
|
|
* added in cheat testing function to the ini, to enalble showing of all mercs to
|
|
enable testing<br>
|
|
<br>
|
|
* fixed panel shading while in opponent turn<br>
|
|
<br>
|
|
* 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...<br>
|
|
<br>
|
|
* 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...<br>
|
|
<br>
|
|
* add clients specified names to the turn title bar :)<br>
|
|
<br>
|
|
* there will be still slight out of sync until proper game clock animation syncing
|
|
between clients is implemented...<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
* 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.<br>
|
|
<br>
|
|
* first time using release build rather than debug, if you have issues let me know
|
|
and i can revert</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 08012008 --</td>
|
|
<td>
|
|
We got quite a few good ones here... (where to start hmmm...)<br>
|
|
<div style="margin-left: 40px;">
|
|
* You can now move your screen around while its not your turn.<br>
|
|
* 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.<br>
|
|
* 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.<br>
|
|
* Death's are networked as is the info relating to such, ie killer and team numbers..<br>
|
|
* more INI parameters: ability to specify alliances and factions, to enable 2v2
|
|
or 1v3, and the specification of a Player name.<br>
|
|
* We got a bugzilla at http://ja2.discusrock.org/bugzilla/<br>
|
|
* When all your mercs are killed you stay in the game, especially good for server
|
|
to avoid droppouts for remaining players.<br>
|
|
* Interrupts work, (they did before but they do now for real...)<br>
|
|
* Change of state is replicated, ie blasted away, shrugging, animations<br>
|
|
* Dont expect anything from coop, i havent looked at it yet...</div>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 02012008 --</td>
|
|
<td>
|
|
A heap more requested change additions:<br>
|
|
<div style="margin-left: 40px;">
|
|
* Timed Player Turns is now an option again, and the time allowed is adjustable
|
|
from the ini ! (TIMED_TURN_SECS_PER_TICK)<br>
|
|
* More externalised ini server variables: MAX_MERCS, STARTING_BALANCE, TIMED_TURN_SECS_PER_TICK,
|
|
DISABLE_BOBBY_RAYS, DISABLE_AIM_AND_MERC_EQUIP<br>
|
|
* M.E.R.C. hires now incur nominated daily salary apon hire.<br>
|
|
* All Game Options Screen choices are now only taken into effect by the server,
|
|
and sent to the clients from there...<br>
|
|
* 1 day contract length for AIM is now only option</div>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 02012008 --</td>
|
|
<td>
|
|
Quite alot of new changes: <br>
|
|
<div style="margin-left: 40px;">
|
|
* 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...<br>
|
|
* 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...
|
|
<br>
|
|
* 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.<br>
|
|
(there is however a small bug where a client (not the server) cant load a saved
|
|
game made once in tactical...)<br>
|
|
</div>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right; vertical-align: top;">
|
|
rev. 31122007 --</td>
|
|
<td>
|
|
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...<br>
|
|
<div style="margin-left: 40px;">
|
|
it has new ini setting: "INTERRUPTS" to disable, enable and always (extreme for
|
|
testing) it.</div>
|
|
The old "NET_DIVISOR" is now "DAMAGE_MULIPLIER" and is "decimal" (float), so 0.5
|
|
= half damage, 2 = double.<br>
|
|
Added basic in game help display</td>
|
|
</tr>
|
|
<tr>
|
|
<td>
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="width: 151px; text-align: right; vertical-align: top;">
|
|
rev. 30122007 --</td>
|
|
<td style="width: 1038px;">
|
|
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.<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right;">
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="width: 151px; text-align: right; vertical-align: top;">
|
|
rev. 24122007 --</td>
|
|
<td style="width: 1038px;">
|
|
bug fixes: disabled interrupts to avoid lock-up, fixed crash bug of clicking in
|
|
"hashed" area while in tact place gui.<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right;">
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="width: 151px; text-align: right; vertical-align: top;">
|
|
rev. 22122007 --</td>
|
|
<td style="width: 1038px;">
|
|
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.<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: right;">
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="width: 151px; text-align: right; vertical-align: top;">
|
|
rev. 21122007 --</td>
|
|
<td style="width: 1038px;">
|
|
initial pre beta release<br>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td style="text-align: center;">
|
|
</td>
|
|
<td>
|
|
</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<br>
|
|
<br>
|
|
<div style="text-align: right;">
|
|
:)<br>
|
|
</div>
|
|
Page Created with NVU<br>
|
|
<br>
|
|
eof</div>
|
|
</div>
|
|
</body>
|
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</html>
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