Thank you. That is useful information and very kind of you to supply it.
I wish you well with your further research.
Thank you. That is useful information and very kind of you to supply it.
I wish you well with your further research.
Okay, we are doing as you say: 1692 server, others on 1719.
What I hadn’t noticed is that you select to be a server on the options screen, before you get in the game. So I selected that and then selected SERVE in the game, and now everything works perfectly.
Thank you
Thank you for your response. I had to go back and fix the update that was required before you install Escalation and now all is working. Windows 11 can run JO which is good news for everyone with ageing computers.
So we have three machines Desktop 10, Laptop 11 and Laptop 7.
If I host with Lap 11, then Desk 10 and Lap 7 can see the game. However if I host with Desk 10, Lap 11 cannot see the game, but Lap 7 can.
So we tried using Lap 11 as a server. We selected “SERVE” where it used to say “SERVE AND PLAY”, but then the other machines couldn’t see the game. So we went back to Lap 11 “SERVE AND PLAY” and let the Lap 11 character lay on the ground at home base whilst we did the mission on the other computers. I believe we used 1692 on the Lap 11. I definitely used 1719 on my Desk 10 because I can get 1920×1080 widescreen on a 27″ curved monitor. You know, like wow!
Anyway, I will check those versions when we play tomorrow night.
The most important thing is that you can play JointOps onWindows 11. Did I say that already đ
That would be nice.
I suppose it is complicated then. I thought it was maybe just a simple tick-box that I hadn’t noticed.
I was thinking of getting round it by placing the “Invisible object for targets” on top of the explosive box. This seems to highlight the box on the map, which is what I wanted.
Then I would add an event that said when the explosive box is dead, remove the invisible object. So now, the exploded box no longer shows on the map
It’s kind of long-winded when you do it for loads of boxes, and being lazy I was hoping for something easy.
The waypoint jumbling seems to be quite normal in most of the maps that we play. As host, I usually get the waypoints showing in correct alphabetical order, but my team-mates often have the waypoints in a different order to me. So my Bravo can be their Juliet, which gets confusing when we have to discuss which waypoint to head for next.
“Which is the next waypoint?”
“Charlie”.
“That’s miles away”
“No, it’s at the river where the boats are”
“Our Charlie is up the mountain”
“What’s your waypoint if you go West to the river?”
“Oh, that’s India”
“Well, head for India then”
I’m sorry but you don’t seem to understand.
I’m using NileJ4F.
It is my experience from the missions that I have created, that in a DF Terrain with murky water, if you use any fish or sharks of a different team number to the players, they will swim around and they will attack you if you are in the water.
In the DVX Terrain with the translucent water, they won’t.
I did test missions to prove it, and I proved it.
So it is my experience that there is a difference.
There may be some other factor involved that I haven’t determined yet, like type of mission, team numbers used, whether it is sea water or inland water, or whether I was just having a bad day, but I haven’t found it yet.
Thank you for the syntax, but I don’t do that stuff, I get by with NileJ4F.
Ah, now that’s the “if at first you don’t succeed, give up” approach.
What we have learnt is that fish with identical properties behave differently in different terrains.
DF Terrains have active fish but murky water.
DVX Terrains have translucent water but inactive fish.
Maybe somebody knows why. And maybe nobody knows why.
I think you misunderstand the concept of “Reminiscence.” One cannot have “recherche du temps perdu” if one has not experienced them in the first place.
If we did not share our knowledge, but left everyone to fend for themselves, then we would still be living in caves wondering if there was anything outside, and there would be no point in having message boards, nor technology to host them.
I suggest you now go to your safe space and have a good cry, snowflake.
Neither am I the one who writes snarky responses when someone asks a simple question about the game. I thought we were here to offer advice and help, whether it be something simple about darkest night settings in games or deep coding. If you can’t respond nicely then I suggest you shut your gob, or you’ll get snarky responses back.
Well what you could do is go into the programme and rewrite the code yourself, Shemihazah.
You’re welcome.
Well obviously.
I actually found the answer in a much more simple way, and now I know what is the blackest night you can get.
But I’m keeping it a secret.
Thanks for being so extremely helpful not.
Okay so the crazy thing that is now occurring is that the Deadly Silver Fish just float there in the water ignoring you. I tested in another translucent water DVXG9. I tried Deathmatch, Team Death Match, and Co-operative versions; giving the Silver Fish Team numbers of 0, 2, 3 etc, different to my own. At no point did they bother swimming around.
And yet in my original map with a DF Terrain and murky water, the darn things swim around. You can hear their splashes. Sometimes when you fall in, you actually see one coming right up to you with teeth showing – the last thing you ever see.
Okay yes that did it. Must have been some carry through when I swapped terrain under the village.
Water looks a little sludgy from above, and underwater is realistically sludgy but you can see a fair distance ahead. So that works for me.
Murk is set at 0.50, so presumably if I drop it to 0.10 it will be more clear, and if I raise it to 0.90, it will be murkier.
But I like the present effect, so I’m sticking with it.
Benefit is that when you fall in the water, at least you have half a chance of gutting the piranhas before they bite your head off.
Thank you.
Okay, so I opened my Klong River map in NileJ4F, and swapped out the current terrain and chose DVXG1 as suggested. Then I saved. I went back in again and selected all the objects and dragged them to a good position, and now all I have to do is adjust heights on the terrain. So I thought I’d test the water, as they say.
I went into the mission and the DVXG1 water is murky. No different to what I had in the DF scenery.
I then went to Nilej4F, changed the murk to -99.00000 and saw the milky surface. Same with -1.0000, -10.0000 or -100.0000. Not a nice effect.
However, when I went to test the game, the water was just the usual default murk as it always seems to be.
Thanks for trying to help anyway.
Thank you that is excellent information. I shall investigate with new terrain.
I’m using NileJ4F.
Any terrain file really.
But I had a Klong village on stilts DM using DFD1, Full00 Env, and if you fall in the water, you get attacked by piranhas.
Trouble is you can’t see the piranhas coming at you, and it would be nice to do so. That’s why I’d like transparent water.
Having done that, go to events, New Event folder, New Event, Conditional – OK.
New Condition: PAST, put in 0 seconds, or how long after game start that you want waypoint-following to begin.
New Action: CATEGORY – shows GENERAL to start with, but get drop-down to show GROUPS in your case.
In lower ACTION pane, select Group to Waypoint.
Now in opened text box, Use drop down to select which GROUP from list
Then use drop down to select WAYPOINTL allowing you to choose which Waypoint List
OK it, then you’re done.
You lay your waypoints on the map.
You go into “Waypoints” Tab
You make NEW FOLDER
Then NEW LIST
On the map, you click on the first waypoint (make sure your pointer is active on the map, by clicking on it in the toolbar).
The first waypoint goes yellow.
Now click on the second waypoint. It goes yellow and you get the joining line.
Continue.
Then in box, assign loop and Team etc.
If it’s a vehicle waypoint list, make sure the waypoint circle is quite wide, and the driver has long vision range so the driver can see it
Don’t make turns too tight or the vehicle’s turning circle may not be able to cope with it.