diff --git a/gamedir/Ja2_mp.ini b/gamedir/Ja2_mp.ini new file mode 100644 index 000000000..a8de8ea1b --- /dev/null +++ b/gamedir/Ja2_mp.ini @@ -0,0 +1,112 @@ +[Ja2_mp Settings] + +;----------------------------------------------------------------------------------------- +; ** all of these need setting/adjusting for all the "features" ;) +; basic multiplayer settings...; they can be changed for effect without restarting the engine, +; but a restart of the server/client or level/game may be necessary relevant.... +; see the readme.html for detailed explanation +; +;----------------------------------------------------------------------------------------- + +;----------------------------------------------------------------------------------------- +; THE FOLLOWING SECTION NEEDS TO BE SET BY ALL CLIENTS +;----------------------------------------------------------------------------------------- + +; The server ip. Set this ip to "127.0.0.1" for the client who wants to be the server. +; On the other clients, set this ip to the external ip from the server. +; The external ip can be looked at www.whatismyip.com +SERVER_IP = "127.0.0.1" + +; Leave this default value. Be sure that this port is forwarded on your router if you are the server. +SERVER_PORT = 60005 + +TEAM = 1 +; Pick a team number, if its the same as another clients, you will be allied while Teams are allowed by server. + +; This can be upto 30 characters. Make sure to keep the "quotation" marks around it! +CLIENT_NAME = "Your_Name" + +; The starting sector edge of your team. +; 0 = north, 1 = south, 2 = east, 3 = west +SECTOR_EDGE = 0 + + +;----------------------------------------------------------------------------------------- +; THE FOLLOWING SECTION ONLY NEEDS TO BE SET BY THE SERVER. SETTINGS FROM CLIENTS ARE IGNORED! +;----------------------------------------------------------------------------------------- + +; The number of clients who want to play. +; Game maximum is 4, can be less needs to be total clients going to join. +MAX_CLIENTS = 2 + +; The maximum number of mercs hireable by each client, max for game/mod is 7, there are 6 per squad... +MAX_MERCS = 4 + +; This is a weapon damage multiplayer. +; This can be any decimal (FLOAT) value. +; .5 = half damage, 1 = full/normal damage, 2 = double damage +DAMAGE_MULTIPLIER = .7 + +; Bonus points towards an interrupt if weapon is allready readied. (int) +WEAPON_READIED_BONUS = 2 + +; The starting money for each client. +; (leave out the $ sign). +STARTING_BALANCE = 25000 + +; Game starting time. (FLOAT) +; The values are in hours (0.5 = 1/2 hour) +; Default value is 7 (7am), ie 13.5 = 1:30pm +TIME = 13.5 + +; A divisor of how much time each client has for its turn. Default = 100, less = more time. +; 10 = 43 seconds, 15 = 28s, 20 = 22s, 25 = 19s, 50 = 17s, 100 = 15s, (with just cliff fresh on 22 ap's), it seems exponential, total number of MERCS/AP's comes into to ... +TIMED_TURN_SECS_PER_TICK = 25 + +; Allow hiring of same merc by different clients. +; 1 = true, 0 = false +SAME_MERC = 1 + +; Should other clients see the name of your hired mercs? +; 1 = true, 0 = false +REPORT_NAME = 0 + +GAME_MODE = 1 +; 0 = All vs All Only, +; 1 = Team's Allowed, (as per client TEAM variable lsited above) +; 2 = Only Co-Op, +; +;note : coop stil doesnt really work ... but can be loaded and crashed + +; Disable Bobby Rays website? +; 1 = true, 0 = false +DISABLE_BOBBY_RAYS = 0 + +; Disable AIM and MERC equip? +; 1 = true, 0 = false +DISABLE_AIM_AND_MERC_EQUIP = 0 + +; Here you can control if you would like to play with enemies, creatures, mitlitia and civs +; Info: Leave creatures disabled! +; 1 = true, 0 = false +ENEMY_ENABLED = 0 +CREATURE_ENABLED = 0 +MILITIA_ENABLED = 0 +CIV_ENABLED = 0 + +; If set to 1, this enables cheat function bound to key '9'. This contains a helpfull testing function which shows all mercs from all clients. +TESTING = 0 + +; Would you like to disable the morale of the mercs? +; 1 = true, 0 = false +DISABLE_MORALE = 1 + +; 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. +; 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, 337,279,279= a FN five seven side arm with 2 extra mags :) . +; Look in items.xml for full list, of coarse this is also limited to mercs inc capactiy. +; Also note that right now they are not added to replicants, so they wont be dropped by killed mercs other than your own +; Another kit bag setting: KIT_BAG = [201,214,300,337,279,279,222,235], also note the limitations of NIV in regard to which pack is in use. +KIT_BAG = [201,214] \ No newline at end of file diff --git a/gamedir/readme_mp.html b/gamedir/readme_mp.html new file mode 100644 index 000000000..af20d37d4 --- /dev/null +++ b/gamedir/readme_mp.html @@ -0,0 +1,1223 @@ + + +
+ +|
+
+
+
+ + Getting Started + + + Installing + Setting up Ja2_mp.ini + + Setting the Drop Zone + Starting a Server + Connecting the Client + + Hiring you Mercs + Doin' the Bobby Ray's + + Starting the Battle + Placing your Mercs + Entering Tactical + + Duke'in it out + The Battle Ends + + |
+
+
+
+
+ + The Variables of "Ja2_mp.ini" + + +
+ SERVER_PORT
+
+ +
+
+
+
+ +
+ Server only Settings:
+ + +
+
+
+
+ MAX_CLIENTS
+ + MAX_MERCS + DAMAGE_MULTIPLIER + STARTING_BALANCE + TIMED_TURN_SECS_PER_TICK + + SAME_MERC + + REPORT_NAME + Co_Op + PLAYER_BSIDE + + DISABLE_BOBBY_RAYS + DISABLE_AIM_AND_MERC_EQUIP + + ENEMY_ENABLED +
+ CREATURE_ENABLED
+ +
+ MILITIA_ENABLED
+ CIV_ENABLED+ + + TESTING + START_TEAM_TURN + + |
+
+ +
+ 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. + |
+
| + | ++ | +
|
+ 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 + |
+
| + | ++ | +
|
+ 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 + |
+
| + | ++ | +