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Topics - Bourbon

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General Discussion / Resolution
« on: October 03, 2015, 11:43:55 AM »
I think I remember reading in the Dev Blog comments that the OpenGL project was a bit too much, so it was abandoned. Someone had asked about just having a patch to render in software at higher resolutions -- any movement on that?

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General Discussion / Multiplayer questions
« on: October 26, 2013, 09:05:13 AM »
Two general questions:

1) Would it be doable to require all players in a multiplayer game to be within a certain distance of a level's exit before it will work? You know, the old "You must gather your party before venturing forth" deal. A friend and I were playing and we kept accidentally going to the next level before we were ready (that problem is mainly that we don't know where we're going/what we're doing). But we almost had a close call where I died and he almost exited the level before I could get my stuff. I had just grabbed my last piece of equipment from the ground when he walked into the teleporter.

On a public server I could see that accidentally (or maliciously) happening. At the same time, it could be annoying if someone joined a game, went idle, and kept you from proceeding. I guess you could abort and start again without them. Or maybe you could set a server idle limit?

2) Is there a way to cast Priest spells on another player? Like Rejuvenate, Heal, Purify Blood? I looked at the wiki page and didn't see anything that indicated that. And if there is a way, we haven't figured it out yet.

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Bug Reports / [FIXED] [BUG 1.03] Multiplayer crash / character saving bug
« on: October 24, 2013, 10:20:15 AM »
I was investigating the bug that I mentioned here and I stumbled upon something else related. I think it deserves its own thread.

I launched two copies of A&A to try to recreate the aforementioned issue. I think I was probably wrong about poison being the source of the crash; that could have just been a coincidence. I let druids kill both characters with poison multiple times in my testing and there was no crashing. Not sure about aspect.

But the issue where "Player 1" crashed and "Player 2" was unable to do anything else in the game environment (can't open doors, use floor switches, etc) is easy to repeat. It also results in "Player 2"'s character being saved when they abort the mission. "Player 1"'s character will be as it was before play started (since the game crashed and it wasn't written).

Basically, load two copies of the game and connect to a server with two different characters. Start a quest. Take each player's stuff and toss it on the ground (or just let them be killed). Hit each other a few times to gain some experience. Open Windows Task Manager and end one of the game processes (AA.exe). The player that's still in the game is unable to interact with the world. Abort the mission and it will prompt several times ("requesting abort" and then "force abort"). When you're back in town, go to the store and check your inventory. It will be empty (assuming you dropped everything). Start a new quest and check your stats and you'll see that experience is still there.

So what happened originally was I died, my game crashed, my friend died, and then he found himself stuck on Q1M4 with an empty inventory because he couldn't open the door right in front of the spawn point. When my game crashed he just couldn't do anything. So he went to abort the level (via the interface), and when he did that, his character was saved with an empty inventory. If he hadn't died right after I crashed then that could have been advantageous for him. But since he did, it hosed his character...

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General Discussion / Server options?
« on: October 17, 2013, 04:52:24 PM »
Howdy. I asked this over on SA, but I figured I'd switch over here since I'll probably have a bunch of related questions and I don't want to crap up the main thread.

Are there any server options that can be set? I honestly don't know how it all works having never played A&A multiplayer.

My thoughts in just messing around:

- set maximum number of players that can be connected? or is this already set to 4? can it be more?
- a way to display an MOTD would be nice
- team damage toggle? I realize this could require big changes to the engine, but if one were to have a public server it could cut back on griefing

It would also be nice if the server output was displayed on the console and also logged to a textfile. A date/time stamp on each line would be nice as well.

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