Tos on 18/12/2008 at 00:30
Thanks for the reports. I'll address them one by one:
Quote Posted by sNeaksieGarrett
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.
Hmm, I can't seem to reproduce this. Are you sure that the client was able to pick up a body (this shouldn't be possible since I thought I'd intentionally disabled that)? I just started up Running Interference and was able to throw a crate back and forth between the host and client. Does this always happen for you, or is it a random occurrence?
Quote:
- 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.)
That's what I get for forgetting to test that option. Fixed, thanks.
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- 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.
You're right. I'm looking into this now -- shouldn't be difficult to fix.
Quote:
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?
Not sure what might be causing that. I've never seen that happen in any of the OMs, so it sounds like it may be something specifically related to that FM (which I haven't had a chance to test yet).
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- 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?
Odd. Was this an original or fan mission?
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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...
Yes, I probably could've been a bit clearer: T2 MP checks the gamesys that the mission you're currently playing is using -- which is not necessarily dark.gam if you're playing an FM. The .mis files themselves aren't scanned yet, but they probably will be later.
I'll be releasing an update by the end of this week to correct these and some other problems I've discovered with the last build. I haven't had much time to work on this for the past week, so this will mostly be a bug-fix release with some stability improvements, but with few or no new features.
sNeaksieGarrett on 18/12/2008 at 01:38
Quote Posted by Tos
Hmm, I can't seem to reproduce this. Are you sure that the client was able to pick up a body (this shouldn't be possible since I thought I'd intentionally disabled that)? I just started up Running Interference and was able to throw a crate back and forth between the host and client. Does this always happen for you, or is it a random occurrence?
I apologize, I worded that weirdly... What I meant was that when the client knocked out a guard,
I could not pick him up as host. So no, he couldn't pick up the body; as you said, it is disabled. I was just putting those two points together because they seemed related.
Crates:As far as I know, it appeared to happen every time we tried it. I would click on the crate he frobbed and dropped, and nothing would happen.
Quote Posted by Tos
Odd. Was this an original or fan mission?
Fan mission, the same one, A Thief's Holiday 2004.
Quote Posted by Tos
Yes, I probably could've been a bit clearer: T2 MP checks the gamesys that the mission you're currently playing is using -- which is not necessarily dark.gam if you're playing an FM. The .mis files themselves aren't scanned yet, but they probably will be later.
Ah, okay. Thought so. Thanks for the clarification.:thumb:
zil on 19/12/2008 at 12:38
Quote Posted by jtr7
"Yay! We're here! We're all here! Look at us! Look at me! Look at you! Haha! You look funny! We look funny! How fun is this, eh?"
Lol! :cheeky:
TypeRED on 19/12/2008 at 17:49
dont know if someone had posted this before:
the on/off state for turrets and cameras resets itself to the value it was on mission start when reloading savegames.
i played OM "Casing the Joint" with my brother.
next to the library on first floor there is one turret already turned on by default while its camera is offline.
i deactivated that turret in the control room and saved the game.
when we reloaded that savegame, the turret was turned on again.
this happens again and again....on each reload
Toxicfluff on 22/12/2008 at 01:10
Hah, this is amazing. One thing I never expected to see for the original Thief. Sounds like incredible work Tos, can't wait to try it out when I get whatever is killing my net connection solved.
davidsung on 23/12/2008 at 18:22
"/summon ladder" is a fine workaround for missing ropearrows. :)
sNeaksieGarrett on 23/12/2008 at 18:38
:laff:
Hey, I ought to try that!
davidsung on 28/12/2008 at 16:51
Its a little bit tricky, but with a combi of ladder and table (for e.g.) it is possible.
Vahkrin on 29/12/2008 at 15:50
I got in contact with Beldrama for a bit of thievery, but we seem to be having the same problem with avatars being invisible to the other player. We tried up to Trail of Blood, and in some one was invisible to the other, and in others we were both invisible.
The only missions that worked right were Running Interference, Framed, Ambush and Trail of Blood.
We're both running Thief version 1.18, but I had to send Beldrama my DARK.GAM because he's running the Sold Out Software version. Maybe it has something to do with that?
Edit: I forgot to mention, Ambush! Seemed a bit broken to me (I was a client)... Some guards just sat there and twitched and wouldn't do anything if I tried to knock them out, and others (Specifically in Garrett's house) were just these glowing floaty things. The ones that were glowey thingies to me looked normal to Beldrama but once again, would just stand there and he couldn't knock them out.
Tos on 29/12/2008 at 20:06
I suspect that there are some differences in the Sold Out version's mission files that may be causing that. I've certainly never seen anything like what you described on Ambush, at any rate.
Try sending him your .mis file for one of the missions that did not work (where you were unable to see each other) and see if that helps. I found that even minor differences in the players' mission files is enough to cause the invisible avatar problem or worse during testing, so it's very likely that it will go away once you both have the same files.