b3
JA2 v1.13 Multiplayer - beta3
(you'll need NIV installed from now on)
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The Variables of "Ja2_mp.ini"
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Getting Started
Installing
Copy the contents of
the extracted release to your root Ja2 directory , in my case
"C:\Program Files\TalonSoft\Ja2". You may notice a neat little blank
file named "NoIntro.txt"... i found out about this while looking
through the source for a way to disable the video cut scenes, and what
do you know, it's allready implemented ! :)
Setting up Ja2_mp.ini
Don't think you can
skip this step, there's too much in here which needs independently
configuring per client to achieve successfull connection and gameplay.
You will find a copy of this file with
the release,
this needs to go in your root Ja2 directory, along with the .exe
included. It contains all the variables and parameters i have added
which are convenient to change. They are read in from the file as part
of starting up the Raknet Client. So if you change a setting in the
file, you dont need to restart the game engine for effect, simply
restart the net client. More about these variables in the
following section where i detail each one.
Setting the Drop Zone
This is now the
first step after starting a new game and choosing initial game option, and is only done by the server,
client changes have no effect. This cannot be changed once server
started/running.
Switch
to the Airspace display by either clicking on the map button or
pressing the 'A' key. Then click on the 'bullseye' to select it, (which
will at startup be located at secotor 9,1 "Omerta"), then place it as
the agreed/desired game sector. All hired Mercs and Bobby Rays orders
will now be sent there.
Starting a Server
Ok... start a new
game and when presented with the map screen, press the '1' key, (it
works on the numpad too). You should see some little remarks about the
server starting up.
Connecting the Client
If you are the host
you need to connect to your server to play, do this after starting it
as above by pressing the '2' key. If you aren't the host, start a new
game with the same settings as the host, and once at the map screen,
press the '2' key. In either situation you should see some comments
about the Raknet network client starting up, and then if you have
specified the right variables in Ja2_mp.ini and your network/firewall
is "ok", you should make connection and see report of this
from
both the server and client. If you need to change a variable in your
config or simply have another go at connecting, you can press the '2'
key again after your attempt has been reported as failed, or kill the
client/server and start it again.
Hiring you Mercs
When all clients are connected
and only then should you start hiring mercs, when the server is ready,
they press the '3' key to unlock the laptop access.
Boot up your laptop
and hire up-to 7 Mercs from the selections at AIM and MERC... Due to
the assumed fact that their proceeding action wont be longer than a
day, the default chosen contract length, delivery time and confirmation
have been adjusted for ease of use.
I might also add here that this can be a
good time
to save the game, once all clients have hired their mercs, this way if
there is a crash or some other problem or you just want to start again
or play once more, you can do so quicker. Though bobby rays orders are
not save at the moment, so save before placing them.
Doin' the Bobby Ray's
I just had to add
this in because i could ;p ... the default destination and shipping
choice have been pre-set, and there's no difference in changing them.
The delivery is now made immediately after order,
and available from the map inventory screen, without loading the level
!, into
your pre-located crate as specified in the config file. Further orders
can be made mid game. Note
i've changed the defualt game options to gives the best bobby rays
selection, this is great, unless you want it otherwise.
Starting the Battle
When all clients
have followed the above steps and are ready for battle, from the map
screen, press the '3' key. When all clients are ready, this will load
the level and launch the "Tactical Placement GUI", as known
by the overhead map view of the sector, allowing placement of Mercs
along allocated edge space once all clients are loaded.
Placing your Mercs
When all clients are loaded you can begin. *Be carefull if for some
reason you will be placing opposed mercs along the same edge or at a
corner where they may be in immediate sighting range of another clients
enemy merc edge, you will probably have problems, as the code doesn't
like starting the battle (going into tactical) and going straight into
turnbased mode when all clients aren't in tactical yet, ie still in
placement mode.
Entering Tactical
When all clients
have finished with their merc placement and are ready, all can selet
"Done". This will set you as "ready" unless you cancel, and when all are ready itwill go into what is called "Tactical View". It
will start in realtime until the the first opposed sighting is made at
which time it changes to turn-based mode and at this stage of
development doesn't come back until all but one team is left.
Duke'in
it out
Let me break it to
you now so as to dash those hopes you had of experiencing the full
spectrum of intricacy and complexity afforded by the Ja2 engine but in
Multiplayer...
Very little of the combat components have been implemented at this
stage... here is the list of what is sent across the network and as
such justifies allowed gameplay manouvers:
** moving your mercs on the ground level, ** changing stance between
standing, crouching, and prone, ** changing facing direction,
**
firing a gun, ** bullet damages and ** stopping a merc apon spotting
new enemy...
I might also mention that ** knife
damages, **
punch damages, ** and burst fire damages are implemented, however the
animations are not. This leaves pretty much all the rest of the fun
un-implemented, so agree to avoid it to save confusion and invalid
battle actions, for example, roofs, med packs, and grenades
etc.
etc.
Once all but one
team is left we have a winner, and you will either be presented with
notification of defeat or, be returned to realtime and as such become
the winner / survivor.
From here im not sure whatis possible, you could obviously start a new
game, but you could also try hiring more mercs and gear, which will be
delivered automatically. Perhaps even the survivor could walk to
another sector, and those defeated, hiring more weapons and mercs could
change their destination sector. Though it hasnt been tested...
Disconnecting
a Server/Client
By pressing the '4' key,
from the
Tactical (map) view, the server and client process's if running will be
disconnected and 'killed', reseting parameters relating to status of
connection.
The Server Overide Functions and In-game help
Now's a good time to mention some new
features, one is the Server Overide Function, bound to the key '7',
which can be used by the server to bypass any of the mod's 4 launch
checkpoints. There is also a small help display bound to 'F1' and 'F2'
if you forget your keys..., oh, there is also bound to '5' a
script to show mouse grid coordinates.
The server can now also Manually end another players turn (or if in realtime, start turnbased action) with 'Alt+E'.
As well the server can "kick" a player with 'Alt+K'. This removes all
copies of that clients mercs throughout the network , causing there
turn to be skipped, but leaving them connected to spectate.
The Variables of "Ja2_mp.ini"
Client Settings: (set all on all):
This is the IP
addess that your client will connect to. You can use "127.0.0.1" if you
are the host, or your external address. Don't forget the "quotation" marks. This doesnt need to be set if you are the server.
The port that the server and client 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.
OP_TEAM_1
OP_TEAM_2
OP_TEAM_3
OP_TEAM_4
Are you opposed or friendly with the above teams/cleint nums,
0=friendly team, 1=enemy, the setting for your num doesnt affect much.
These only come into effect if you are not playing a Co-Op only game, where the server has specified 1 for 'Co_Op' below...
This can be upto 30 'char' characters. make sure to keep the "quotation" marks around it ! ie "hayden"
Choose between
0
and 3, to set your starting sector edge (ubStrategicInsertionCode) ,
0=North, 2=East, 1=South, and 3=West.
Server Only Settings: (no effect on client only game):
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 check progressions....
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.)
Originally 'net_divisor' it is now the factor, and can handle decimal
value (float), eg 0.5 = half, 0.3333 = third, 2 = double.
The Starting balance for all clients set in dollars without the $ sign.
If timed turns is enabled, divisor for
how much time allowed per turn, default 100, less = more time, it seems
exponential, total number of MERCS/AP's comes into too ...
10 = 43 seconds, 15 = 28s, 20 = 22, 25 = 19s, 50 = 17s, 100 = 15s, *with only cliff, fresh on 22 ap's*.
Enable or disable
the hiring of the same merc by more than one client...
if should report the Name of remotely hired mercs.
1 = only coop, 0= allow opposition and alliances (0 overides
above client settings for opposition), note : coop stil doesnt really
work ...
1 = true, 0 = false.
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DISABLE_AIM_AND_MERC_EQUIP
1 = true, 0 = false.
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.
These options are now only server side,
and need only be set in its .ini
Leave creature disabled as thier team size was reduced to 1
from 32 to
make room for LAN players...
0 = disable, 1 =
enable.
0 = disable, 1 =
enable.
when 1, enables cheat
function bound to '9', containing helpfull testing function, show all
mercs, though i believe it makes getting an interrupt harder....
Enable or Disable Morale Changes during battle.
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.
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.
Developmental
Comments
The Online SVN Repo
Thanks to the forward help of
lalienxx
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
There are currently one new branche:
JagZilla (Bugzilla)
Thanks to the forward help of
JAPH 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 ... ;)
http://ja2.discusrock.org/bugzilla/
How Co-Op Doesnt works (well not that well, right now...)
If it does... (you'll have to
get back to me on that)
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.
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.
Current Development
Currently we have Rowa26 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. Suggestions and
feedback is helpfull, i believe rowan is currently working towards our
inclusion with the main 1.13 SVN ! :)
You can contact me (
haydent ) through the Bear Pit's Forum
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=165740&page=1
How it all Works
(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.
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.
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.
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 .
As for the few other implemented
commands, the are pretty simple and straight forward...
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... ?
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 ;)
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.
RakNet UDP Networking
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.
http://www.rakkarsoft.com/
Changes:
| 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... |
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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. ;)
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| b1 -- |
lots of help has brough about some further progress !
no more interupt lockups
interrupt reworkng
updated source to include NIV
other changes: save in turnbased when not turn, stay in game after death, etc etc
this is initial intermediatary release, just to put something playable out there again...
still needs more work on sync and interrutps etc etc.
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rev. 02022008 --
(prebeta post final) |
I realised i got my exe's mixed up after doing some 3 player
LAN testing today :), and for the last few releases theres been some
test code in there that would have been making it not play well and
wasnt meant to be in there... so while i was at it again i have made
some other quick fixes :
* removed test code that shouldn't have been released (causing among other things blue 'update' text and sliding merc movement)
* fixed loss of UI lock during interrupt fter being shot at
* removed some 'non-ready' MERC profiles
* fixed new MERC profiles tactical selection and face animation
* disabled roof climbing (temp)
* prevented 3-sec pausing of repo merc movement apon it being spotted by your merc
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rev. 28012008 --
(prebeta final) |
This is just adding the prerelease changes.
nothing new. This is the final pre-beta, after this it will be beta and
feature hopefully a upgraded network synch system. this will however
require more bandwidth than before, (~ 2kbs/client) , but i think its
worth it even though it will make playing any version past this
over dialup obsolete. Hopefully it will open up the way for further
un-implemeted game state synchro on a more regular basis.
* fixed door ani los issue/bug
* fixed bobby rays crash
* synced up bandage health levels
* added ~15 new game mercs to MERC
* synced up doors!
* synced up burst fire sounds
* fixed death messaging
* re-enabled intterupts
* allowed disabling of hired name display
* started using a dvorak keyboard
* enabled the rest of the MERC bios
* added begining kit bag loadout, an array in the ini for free stuff !
* disabled medical deposit costs
* enabled the disabling of morale events
* server can now manually end a clients turn or start a clients turn in
realtime or turnbased (bound to 'Alt+E'), making the previous ini
setting and command 'START_TEAM_TURN' obsolete .
* removed the ini setting for testing interrupts now they are happening.
* there is no more bobby rays crate (for now), items are dumped in the middle of the sector.
* fixed crash from death animation being tried to apply to allready dead soldier
* disabled death messaging
* Interrrupt syncronisation of interupted merc's location apon being interrupted
* Kicking/Removal of a Clients team of Mercs, bound to 'Alt+K' (this doesnt disconnect the client, allowing them to spectate)
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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.
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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 |
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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...
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| 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
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| 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...)
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| rev. 31122007
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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 |
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|
| 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.
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|
|
| rev.
24122007 -- |
bug fixes:
disabled interrupts to avoid lock-up, fixed crash bug of clicking in
"hashed" area while in tact place gui.
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|
|
| 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.
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|
|
| rev.
21122007 -- |
initial pre beta release
|
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|
:)
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