So, jumping on this as I badly want to see the other missions converted to co-op (and from your recent
comments Karajorma it sounds like you're still badly in need of some testing for this).
Come on guys, this is
co-op for one of the best free games ever we're talking about here! Let's get some more enthusiasm in place!
I gave The Strike a try tonight in my local testlab (an overpowered gaming PC and a slightly under-powered laptop, both on the same local network) , but hit some problems right out the door (literally); both player 1 and player 2 will tube-launch successfully. However, from player 2's perspective, player 1 is still "stuck" inside of the launch tube and hasn't actually launched, along with a number of other fighters. Upon inspection it looks like all of the fighters that are supposed to tube-launch simply don't from player 2's perspective - i.e. red, green, and blue squadrons stay stuck in the tubes, while yellow squadron (which I think starts the mission already in space, although I could be wrong?) appears fine.
This is all on the client end - from the host perspective, the fighters are in space and working fine, which means both players effectively go out of sync. Not completely so though - if the host player parks himself in front of the broken client player in space and shoots, the client player will see the projectiles but they just appear out of thin air (because on his screen the host player is still in the launch bay). As another side effect, the client player will also get random debug spam about docking bays already being occupied any time an AI ship in one of the playable squads dies and tries to respawn:
Network Killing off Delta 4
Network Killing off Red 3
Network Killing off Red 4
WARNING: "Docking bay "Stbd Tube5" is already occupied with ship ""!" at lua.cpp:11832
Frame 2850 too long!!: frametime = 3.741 (3.741)
Frame 2852 too long!!: frametime = 0.254 (0.254)
WARNING: "Docking bay "Stbd Tube7" is already occupied with ship ""!" at lua.cpp:11832
Yeah - basically all side effects of the tube-launch not seeming to work correctly from the client side
This was in a standard multiplayer game - I'll attach the logs from the client where the issues occurred (I can grab the host logs too if you need them).
As for the standalone server, I actually couldn't get far enough to test the mission properly. I could launch the standalone server, open a game client on my other system, and join it. But a few seconds after I started "The Strike", the server crashed (before my client even hit the mission-loading state) with the following pair of errors:
Desktop (debug):
---------------------------
Error!
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Malloc Failed!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
fs2_open_Diaspora_R1_Debug.exe! <no symbol>
[...]
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
---------------------------
OK Cancel
---------------------------
(Hit Cancel)
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Microsoft Visual C++ Debug Library
---------------------------
Debug Error!
Program: D:\Diaspora\fs2_open_Diaspora_R1_Debug.exe
HEAP CORRUPTION DETECTED: after Normal block (#85165) at 0x0942B760.
CRT detected that the application wrote to memory after end of heap buffer.
Memory allocated at d:\code\freespace\diaspora_dev\code\globalincs\windebug.cpp(1784).
(Press Retry to debug the application)
---------------------------
Abort Retry Ignore
---------------------------
Other missions worked fine, it was only The Strike that caused it to shoot itself in the head. The corresponding server log is also included in my attachments.
I think once the tube launch issue is tackled, I can then move on to checking out the other bits in more detail (combat landings, latency, etc).
[attachment kidnapped by pirates]