RavynousHunter on 13/12/2008 at 04:37
:confused: Ok... Just tried to host it, and I'll be damned! IT WORKED! I have no idea what's going on, but I'm hosting as if nothing happened! Stranger things have happened, I suppose. :confused:
sNeaksieGarrett on 13/12/2008 at 04:40
Yes, I was typing in /net_stats. It doesn't work though, as I said.:( No text is outputed in the console no matter how many times I input that command.
In terms of the shared IDs, if I understand correctly, two spawn points would fix this issue right? I was planning on testing this theory myself soon. I already know that it allows two separate inventories for each person, as I tested it briefly between two computers in my house.
RavynousHunter on 13/12/2008 at 05:02
Personally, I think the idea of in-game joining would be pretty kickass; set your game up for 8 people, have 4 to start off, and get more in as you progress. That and support for even more players would be... horrendous.
Tos on 13/12/2008 at 05:29
Weird. Send me that information if it crashes again, though.
Quote Posted by RavynousHunter
Personally, I think the idea of in-game joining would be pretty kickass; set your game up for 8 people, have 4 to start off, and get more in as you progress. That and support for even more players would be... horrendous.
I too would like to make games joinable in progress, but the existing net code in Dark clearly wasn't designed with that in mind. It is possible to force the game to allow new players to join after the mission has started, but the new player won't be able to see anyone moving and AIs will be frozen in place. Existing players are able to see the new one moving around, however.
In order to get it working, I'll most likely have to figure out some way to send information about objects that have been created since the mission started or any changes that have been made to existing ones to the new player. Given the huge variety of properties that objects in Thief 2 can have, I really can't think of any way to do this without using up enormous amounts of bandwidth sending the game state to the new player. It might be possible eventually, but I'm not even sure where to begin at the moment.
Quote Posted by sNeaksieGarrett
Yes, I was typing in /net_stats. It doesn't work though, as I said.:( No text is outputed in the console no matter how many times I input that command.
In terms of the shared IDs, if I understand correctly, two spawn points would fix this issue right? I was planning on testing this theory myself soon. I already know that it allows two separate inventories for each person, as I tested it briefly between two computers in my house.
/net_stats won't output anything to the console -- it draws the statistics in game in the upper right corner. Only the packet queue peak will be displayed if you're the host of the game, otherwise it will display the ping along with some other information. Seems to work just fine for me.
Yes, two spawn points should fix all (or nearly all) of the inventory problems as long as each spawn point has separate items linked to it. That's a pretty hackish way of fixing the problem though (not to mention a lot of work with an 8 player maximum, and potentially even more in the future), and I'd like to find a solution that will work with existing maps if at all possible.
sNeaksieGarrett on 13/12/2008 at 06:09
Quote Posted by Tos
/net_stats won't output anything to the console -- it draws the statistics in game in the upper right corner. Only the packet queue peak will be displayed if you're the host of the game, otherwise it will display the ping along with some other information. Seems to work just fine for me.
Sorry, I understand it now, thanks for the explanation.:) I was expecting to see information in the console. The reason why I have not seen any results is because I keep forgetting to type that command when I'm
actually playing a multiplayer session and then alt tabbing.
Quote Posted by Tos
That's a pretty hackish way of fixing the problem though (not to mention a lot of work with an 8 player maximum, and potentially even more in the future), and I'd like to find a solution that will work with existing maps if at all possible.
Your right, I agree. Though, if FM authors didn't mind ,we could just start a campaign to re-release the missions "commercially" (I mean in the context of re-releasing them to the public via mirrors vs just sending them) with multiple spawn points. Either that, or players could do it outside the realm of TTLG and then just share amongst themselves.
RavynousHunter on 13/12/2008 at 12:13
Someone might have suggested it already, but you could try cloning the objects linked to the original starting point in the "blue room" and then linking the copies to their respective owners. Then again, I don't really know much about how Thief's script system works, so I really don't know how feasible that would be, if at all. I'm just kinda throwin stuff out there, ya know?
Dexprod on 14/12/2008 at 01:12
Well we've tried our first FM (haven't finished it yet) the Inverted Manse, and it seems very much playable.
Again the arrow crystal bug happened in this game as well, and yes it happens after playing for a while, but again it's random and I'm unsure what triggers it. Seems to happen to the client more then the host, but sometimes happens to both of us.
(I'm not giving away too much info for those that haven't played the Inverted Manse, but I'm sure everyone has played it by now.)
The FM ran fine other then the wind arrows (used in place of water) didn't work the way they did in single player. How they fly by a torch and would put it out while flying by and taking out others. Although it looked like it worked for the player that did it, the other would see any torches it passed by still alight.
Also the zombies had some glitches about them, and at points when you killed them with the holy sword it would crash both of us.
Other then the zombie killing, crashing bug, this was a great creepy FM to play with another. Made killing some of those haunts easier with another person. :thumb:
davidsung on 14/12/2008 at 16:39
Hmm, clients can't use double doors (only one door opens, not both at the same time).
all on 14/12/2008 at 20:06
Is someone making a list of all the recorded these multi-player bugs?
sNeaksieGarrett on 17/12/2008 at 18:00
Hi Tos, I've got some bugs to report. I know I have some bugs from a fan mission, but seeing as the potential to play this patch in fan missions is high, and should be important, I thought I would let you know. I did not see these in the readme.
First the OM...
Running Interference:
- Host cannot pickup objects that client drops (like a crate, and specifically a body. This could be a big problem.) Luckily Jennivere did not freak out with seeing a knocked out guard's body practically in the hallway. What happened was that my friend knocked out the guard, and then when I tried to pick him up, nothing happened. Then I noticed that when he had thrown crates, when I tried to pick them up nothing would happen.:weird: Sorry, I already mentioned this on page 8.
- Loot sharing bug: I had unchecked loot sharing in the host options, but when we were playing if the client picked up loot, it would still go to me, and he was unable to see the loot in his inventory (and no, the Total Loot thing was not on screen.)
- Post-game screen bug: I picked up a few loot items, but my friend picked up a majority and when we went to the post-game screen it said found 0 out of xxxx loot on my screen (host), but on his screen (client) it said 675 out of xxxx.
Playing the FM A Thief's Holiday 2004 (great mission for multiplayer!)
-Things are already "turned on" or "frobbed" for the client. For example, if I looked at my friend's screen, I noticed that the faucets were already turned on, when they would be turned off on my screen.:weird: Another example: The christmas tree was "always on" despite me either turning it on or off on the host computer. Any idea why that might happen?
- Loading a save game to continue our multiplayer game, I noticed that the front door relocked itself.:weird: No idea why that happened. Any idea why that might occur?
Not a bug, but a bit misleading (could you please add this to the next readme in the next build release?):
I was playing with my friend and we tried running interference but as soon as we got to game it said something about the client not having the same gamesys as me and so he got disconnected. Thing was, we checked our dark.gam files and they were the same. Then it occurred to me that it could be the mission file, or the mission file's .gam. Turns out it was. I had modified mission 1 for running interference so that we would have two spawns. Well, for some reason I had m1multi.gam (that's what I called it) be a slightly larger size on the client computer. I removed both the mis and the gam and replaced with originals. Everything was fine. Conclusion: .gam files of any kind, whether dark.gam or fan mission specific, MUST be the same. This may go to .mis files too, but I am not quite sure.