MULTIPLAYER   6-23-2019
Edited by MarkEAW
Text From: Forum Posts, User Manual, MPS Readme, Knegel, RAF_Roy, VonBeerhofen, Sydbod, Jackz, Arjan van de Logt, others

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CONTENTS

INTRO

 ADD-ONS AND MULTIPLAY
Add-on Manager Programs | Last Run | EAWv1.2 File Checker | Intrusive Game Mods | Temporary Game Changes
For Optimal Performance and Play

DIRECTPLAY
Enable DirectPlay | WINNT and WIN2000 | Firewall / Router Settings
GameRanger | Hamachi | Kali | Hyperlobby

ADVANCED CONNECTION SETTINGS
Adjusting Syncrates | Sync Rate Notes | Multiplayer Performance Tips

HELPFUL FEATURES
Squadron and Flight Assignments | ExtraSquad eaw.ini Setting | Radio Communications | Game Chat | Etiquette
Ending Multiplayer (Coop) Missions | Death During Total Mayhem | Total Mayhem Respawn / Repair

-+-

PLAYER SETUP
Visual Realism Player Settings

HOST SETUP
Flight and Combat Difficulty Settings | Pilot Skill Level | Instant Action | Eaw.ini Settings

CONNECTING
Internet TCP/IP | Joining a Mission | Hosting a Mission

SESSION PARAMETERS
Pre-Flight Checks | Change Parameters As Host

PLAYER SCORE
Player Kills | Final Tally Statistics

-+-

CODEGROUP VERSIONS CONTENTS

CODEGROUP INTRO

 ADD-ONS AND MULTIPLAY

NEW MULTIPLAYER SETTINGS
Session Parameters | Maps

NEW MULTIPLAY FEATURES
Special "Server.exe" | Join In Progress | Seasons | Pre-Flight Chat
Online Rearming | Anti Spawn Kill | AutoClimb | Sea Convoy Targets

OTHER NEW ADJUSTMENTS
Multiplayer Interface Expanded | Fake Multiplayer Host | Adjusted Warp Correction | Time Delays Adjusted
Visually Missing Bombs | Chat and Guns | MultiSkins | AI T/L Routines | Engine Visual Status | Exit and Quit




INTRO:

This document is intended to inform you of some of the aspects and possible issues you may encounter with EAW multiplayer. For quick reference, The Official EAW Manual starts talking about Multiplayer on page 71, However I have most of the important information from the Manual and revised it in this help document.

This help document won't show you the steps for setting up your Router/Modem or Firewall since they all have their own directions as they are different from one another. Meaning, you'll have to do the research on the Windows version your using, the Router your using and if the computer Firewall is 3rd party or Microsoft's built in one.

What this Help Doc will provide is, among other details, the values you need to enter once you learn how to configure your computer hardware and software. There are more simplified instructions and information to provide further help with too, much with many details.

Once your Flying an actual Multi-Player Mission, you’ll find that the similarities outweigh the differences. You get the usual briefing, then get airborne. The aircraft in multi-player missions handle much the same as they do in Single
Missions, but you’ll notice a few slight differences. You can’t, for example, use the time acceleration feature, and you cannot pause the action—period. That means you’ll have to keep your wits about you at all times.


ADD-ONS AND MULTIPLAY

With so many add-ons or modifications available you maybe wondering if you can play online with them. The answer to that is yes you can. If you plan on ever flying EAW in a multiplayer ONLINE session, you will probably want to have at least two copies of EAW on your Hard Drive. One copy of a clean install of stock EAW and one copy of EAW with a custom made add-on of your choice, this is if you have enough room on your Hard Drive. See my Troubleshoot Help Document for detailed information about having multiple installs of EAW on your computer.

There are some alternatives and other restrictions you should be aware of. Please continue reading on.

 

Add-on Manager Programs:
Even though you can have two or more installs of EAW on your HD. You can use what's called an add-on Manager program that allows you to have one copy of EAW and the Manager switches out the custom add-ons on the fly, from mod to mod and back to stock EAW, allowing you the choice of a variety of modifications to use online or not. This switching is done before loading up EAW and before connecting online.

These add-on Manager programs normally require you to go into your main EAW directory (after you have made a clean install of stock EAW), and create some "NEW" sub-folders. This allows you to place add-ons in each of those folders in varoius forms. One past time manager program used was the ECA Enabler made by someone named Scorpion. This is a converter that allows you to switch between up to five versions of EAW, all on only one installation, with just a couple of mouse clicks!

Read on to inform yourself of the type of mods and add-ons that effect ONLINE gameplay and the options you can use. Also see my Files Help Document for descriptions of different Managers and Troubleshooting steps.

 

Last Run:
The only thing to remember when using two installations is that if you insert the CD and the game auto launches, it will start whichever installation you played last! (This is due to the Windows OS mechanics) If this is different from the one you want to play now, you'll have to exit and then start EAW from the proper shortcut or launch the eaw.exe file you want directly by clicking on the filename.

 

EAWv1.2 File Checker:
CAUTION: Multiplayer games will only start if every participant of such a game has exactly the same FLT files (and some DAT files) present in the EAW folder. This prevents cheating (EX: using planes that have been modded so as to be impossible to beat). It's only fair that all players use the same FM's as cheating also causes lag and warping as well.

With the advent of the official EAW 1.2 Patch and its built in "file checker" that makes sure everybody trying to play in the same online game has an identical eaw.exe and flight model data. This check occurs BEFORE the game is launched. If you do not have the exact same flight data files as the player(s) you are connecting to (including those that are not actually being used in the online fight), you will not be able to fly and the Host will not be able to launch the game.

The technical details are that all players need to have the same game exe version and plane data in there game's folder so EAW will work correctly. Any add-ons which alter plane performance data, for an example the files that represent weapon, flight model and damage model properties mainly. (Those are "flight data files" (flt.cdf or ***.flt) and the "planes data file" (data.cdf or planes.dat)). 

 

Intrusive Game Mods:
Many of the more elaborate custom made missions or campaigns do in fact include altered plane data, which does mean that you can't play online with others who are using a different configured game. If you have the same add-ons as everybody else in the online match, then there is no problem. If somebody's files are different, the game will not launch.

So if you want to use custom flight model additions in the online game that you can keep AND STILL be "compatible", with any online opponents. All you need is a group of players that want to use custom FM's. Any of the new missions then can be played online as long as you can get that group together who all have the same mod with the same exact files as you.

If you install a new mission, it's best to perform a second installation of the EAW game to a new folder, and then install the mission there. You'll then have two versions of EAW on your hard drive, a clean 1.2 and a modified version with the new mission. You also have the choice of using one of the several batch file conversion programs that are available. The best method is to use "Scorpion's Flight Model Selector" program. This allows you to switch between up to five different flight model sets with a couple of mouse button clicks. Before installing the Selector or a converter, you should make sure that you have the latest versions of the FM packages you plan to use, here are some of them named for reference: ECA, ECA Control Panel, ECA Online, RIP, MSA.

 

Temporary Game Changes:
However, you're not restricted only to the standard game in multiplayer (I'm not talking about the plane performance data anymore). The temporary changes to the game that normally enhance various aspects such as Control related, Sound related, or Visual related. These don't really affect multiplayer capability so it's usually not a big issue. The files like graphics, plane skins, ground object skins, skies and sounds can be used independent of each player without becoming incompatible. Terrains should preferably be the same in terms of the EAW.TM (terrain map) so objects appear in the same location on both machines. (Hopefully in the future there can be some sort of CRC check for all game assets and data files.)

When playing online, none of the files or modifications you have done to your game will be transferred to other players. What you see with a custom terrain, they will be seeing a different terrain they have installed. Same with the other customizing graphics and sounds of the game. (Hopefully in the future, all players will have or be required to have the same customized setup as the host).

 

For Optimal Performance and Play:
It is important to make sure all players, more or less run the same setup, this will guarantee that all machines remain in sync with each other. A huge difference in graphics will not always be problematic but use this simple rule: If all players use exactly the same custom game data and its doesn't bog down the Frames Per Second (FPS) on the lowest spec computer, all should be fine and fair. A player with a low FPS will influence online play negatively as transmission of data is effected by heavy loaded game data, like Graphics, textures and models, even too large of sound files can provide a problem with online play.


DIRECTPLAY

DirectPlay (DPLAY) is part of the Microsoft DirectX suite and provides networking functionality to games using the DirectPlay API. It has been declared obsolete by Microsoft, but many older popular games use if for network games. In 2002, the networking protocol received a major overhaul with DirectX 8.2 to make it more suitable for internet play. In 2004, Microsoft deprecated DirectPlay, but DirectX 9.x still shipped with DirectPlay support.



Enable DirectPlay:
Windows 10 has DPLAY under DX9.x built in , but you may need to enable it; Even though Microsoft's DirectPlay has been deprecated in modern Windows, when adding EAW, or running the game for the first time, WIN8.1/10 may notice you require the DirectPlay component for multiplay, and it will automatically add it. If it does not then you can enable it: For Win10 under the Control Panel>Program and Features>Turn Windows Features on or off screen, then checkmark the box for Legacy Component>DirectPlay ('on demand').

To guarantee DirectPlay compatibility, the latest version of DirectX should be installed on the computers that are used by all players who participate in the game, preferably DX9.x. (Only Win9x and WinXP need to install a separate DX installation as DX is built into later Windows OS versions.)

 

WINNT and WIN2000:
Online flying isn't possible under Windows NT or Windows 2000...there is no workaround for DirectX when it installs on Win2000 to enable the DirectPlay networking...so there can not be any working multiplayer as EAW requires DirectPlay.

When selecting in game, multi-play and IP you will get a blank or black screen in the EAW multiplayer configuration screens...you can still move the mouse around but you might get stuck on that screen. Try to use ESC key to go back to the main menu or use Windows shortcut ALT-F4 to exit the game.

 

Firewall / Router Settings:
To join a game the client (player) must be using DirectX 6.0 or later and communicating with a Host using DirectX 6.0 or later. All the TCP & UDP port ranges for All DirectPlay versions, is listed below. You need to open those ports in your Firewall and your Router for whichever eaw.exe your using. Example: If you have more than one location for eaw.exe , decide which one/version your going to use so the folder path matches in your Firewall.

 

To support EAW.EXE using ALL DirectPlay6 to 9 versions, allow:
 
lobby server listening. (Initial client players to send their intention to the host to join the game.)
-(DX7 or earlier) Outbound TCP connection on port 47624, (For Host: Inbound TCP connection on port 47624)
-(DX8 or later) Outbound UDP connection on port 6073, (For Host: Inbound UDP connection on port 6073)

session setup
-(DX7 or earlier) Inbound TCP ports 2300-2400, (The Same for Host)
-(DX7 or earlier) Outbound TCP ports 2300-2400,  (The Same for Host)

transmitting game data
-(DX7 or earlier) Inbound UDP ports 2300-2400,  (The Same for Host)
-(DX7 or earlier) Outbound UDP ports 2300-2400,  (The Same for Host)
-(DX8 or later) Inbound UDP ports 2302-2400,  (The Same for Host)
-(DX8 or later) Outbound UDP ports 2302-2400,  (The Same for Host)

 

Note: The 'Microsoft DirectPlay Helper':
The DPLAY Helper will most likely need the same ports allowed...(DirectPlay does not prompt for permission from your Firewall so you have to manually enter those numbers). Typically this helper is found on your Hard Drive at Windows\System32\dpnsvr.exe.  On Windows 10 64bit, its located at Windows\systemwow64\dpnsvr.exe.
 

 

Note2: Ports and DirectPlay8 and later:
2302-2400 UDP. As you can see there are two less ports available in DirectPlay8. So when players use a DirectX lower in version number than DirectX8, there will be problems for players due to 2 ports missing in the configuration...

It was thought that perhaps its best to set up one port per range, on all systems. But apparently there is no way to force the game to use any set of particular ports from the range 2302-2400 for communication to other player machines. The problem with DirectPlay7 and DirectPlay8 is that the machines will randomly choose the ports that they will use from the range 2300-2400. This is why ALL the ports have to be mapped to a machine. This also means that all these ports must also be forwarded to the game Host machine....

EAW relies on DPLAY6 protocol and there is no real server, there is only a session Host, which becomes client to client. The Host is the one that initiates the game and then he becomes a player like any of the other players once the game has started. Each player machine talks to EVERY other player machine to communicate, and as such there are many ports that are used.

 

 

GameRanger:
Created by Scott Kevill, is an alternative to GameSpy or MSN Gaming Zone. GameRanger is a free service that in 2008 was adapted to work with the PC. It uses peer-to-peer (only) connections and features a simple interface like a 'server-browser'. You register an account, after doing so you will be able to navigate through the GameRanger servers and easily host and join one for EAW. (UDP port 16000)...
You do not have to start EAW before joining an online game. It will launch automatically when the Host starts the game.

 

Hamachi:
with it, it becomes so easy to set up...

 

Kali:
...
KALI has better connection where European Air War seems to work flawlessly with up to 4 players (with Dial Up 56k Modems) on IPX mode. KALI supports Virtual IPX and has a number of individual servers where pilots can meet to get connected. You will find that IPX connects up very quickly as compared to TCP/IP where you have to be very patient.
 

Setup procedure.

Step1. Get Free Account!

Step2. Download Kali Software and Install it.

Step3. How to Chat.
A) Click "Chat Servers" folder.
B) Since a server list is displayed on a right window, double-click No.496 "WWII Sims".
(If you drag and drop No.496 "WWII Sims" to the "Preferred Servers" folder on a left window, it is convenient at the next time.)
C) In case EAW icon is not displayed on the bottom window.
Maybe the icon is transparent (dark brown), so right-click on the icon which is transparent (dark brown), then click "Configure" from a right-click menu.
D) Select suitable icon, then click "OK".
E) In case you can't see the message which you sent in chat window.
Click "Settings" from a "File" menu.
F) Click "Proxy" tab.
Check "Enable Special NAT/Proxy handling".
Click "OK", then reboot KALI.

Step4 How To Launch EAW.
1. Double-click EAW icon. EAW is started like an off-line.
2. Click "MULTI-PLAYER" from a game menu.
3. Click "IPX Connection For Directplay".
4. In case of a host, click "NEW" from a lower menu.
5. In case of a guest, host's game is displayed on "GAMES AVAILABLE".
Click "JOIN" from a lower menu.
Kali Setup is finished.

 


Hyperlobby:
EAW and all other "Direct play" powered games are not supported by HL anymore. HL needed a lot of hacky hooks to support such games already do not played by anyone. Direct play interface is already abandoned by Microsoft itself. So only I can do is say R.I.P. EAW - (HL Owner in Forum November 13 2015).


ADVANCED CONNECTION SETTINGS

The stability of a multiplayer game is based mostly on the Host's computer system; The better that computer's system specs, especially the Internet connection, a less chance for lost packets (which create spawning errors) and the less warping everybody else will have (from the Host freezing) and the faster the Host's frame rate will be (smoother gameplay overall, for everyone).

Chris Coon of the MPS EAW Team, had done various code optimizations throughout the exe with the official v1.2 patch, there was no real adjustment to to DX6 itself, however he did make his main focus on the network code for handling lag and warping by improving the utilized DirectPlay in DirectX6 a little bit better than the older method found in v1.0 and v1.1 to give an overall much improved networking in v1.2.

If you use a dial-up modem, it's recommended that you turn compression off in your Internet dialer. Recommend a 28.8 kps modem or faster. However, Chris Coon, One of the MPS EAW Team programmers that did the v1.0 networking said EAW was optimized or adjusted for 33k(player) and 56k(host) modems.

EAW is capable of Local area network play with IPX or TCP/IP protocol. Internet play requires a true TCP/IP connection. But when used over the internet, it has been found that it seems impossible to get a stable connection with the maximum of 8 players. Just something to keep In mind.

Even with Multiplayer Lag and Warping problems reduced in v1.2, (and a respawn / framerate bug has been fixed), Lag and Warping can still occur. So choose your multiplayer sessions wisely; The number of planes in the air will affect lag and warping, so if the host has a slow modem / connection make sure (for example) that everybody picks the same plane type (or two) to minimize the number of extra squadrons created, for both friendly and from the enemy.

 

 

Adjusting Syncrates:
You may find that the internet connections playtime may cause issues to with the game. However, there are several settings in the EAW.INI file that can change the way the game handles different connection types and speeds. These settings are considered for use by advanced users. To find the adequate values you will need to experiment over several multi-play testing sessions of online play.

Chris Coon (a MPS EAW Team programmer) suggested since faster and improved internet is available (faster than dial up) today, that the syncrates could be sped up. Knegel (a CodeGroup Programmer) tried and tested several settings to try to avoid screen freezes on the Host game, which results in warps on the players side. He was trying to determine the best couple of sets of settings to use with the maximum number of players and AI planes possible, one for games without AI's and one for games with many AI's.

Its possible for most players/host to get stutter or jumping too when first approaching then passing a bomber formation most likely due to the amount of smoke particles. However it is noticed that performance is improved on the second run, most likely cause the game loaded all the graphic data already. He also found that warp and freezing increase when the tail gunners start to shoot from bombers due to the high bandwidth needed for each gunner and projectiles. Thus this may be another game problem, loading large amounts of game data, in effect slowing things down and effecting online performance as it loads.

He theorized while human vs human only games, that the AI update rate is not important, therefore we can slow it down and now we should be able to run a faster PlayerPlaneUpdateRate and maybe also a ClockSyncRate.
So while playing with AI's, (especially vs AI's), we should speed up the AI_PlaneUpdateRate but slow down the PlayerPlaneUpdateRate instead to speed up the connection. Doing it that way we should be-able to decrease lag.
As far as I know and have read, those tests had too many factors involved to be effective, and resulted in no improvement of gameplay over the internet.

See my EAW.INI Help Document under [NETOPTIONS] for details on the connection settings. Look for 'Update Rates' and 'More Connection Settings'.

Default settings of Update Rates (for reference):
AI_PlaneUpdateRate=350
PlayerPlaneUpdateRate=35
ClockSyncRate=140

Default settings of More Connection Settings (for reference):
SendTimeout=50
OverflowWait=70
SendIncrease=5
ExtraPacketDiscard=10

 

 

Sync Rate Notes:
All the above settings are meant to allow optimization to a computer speeds and FPS performance, which can vary greatly among different users and their machines. Apparently they're all using the same timeframe * 1/70th a second and are intended to set each computer's action so a regular dataflow with less problems can be established between them. They all relate to send/receive buffers which can vary in size depending on the used hardware and are meant to prevent buffer overflows which will cause irregular behavior. Below I have provided a basic description used by the game but their true influence on the game are rather vague.

AI_PlaneUpdateRate :: (speed to update the AI's behavior and position, network only)
PlayerPlaneUpdateRate :: (speed to update human behavior and position)
ClockSyncRate :: (base counter/FPS controlling how much time is given to update the network)
SendTimeout :: (if dplay send call takes beyond this ms, consider overflowed)
SendIncrease :: (each overflow increase sendbias by this amount)
OverflowWait :: (upon overflow, set no-send timer to this 70ths of sec)
ExtraPacketDiscard :: (if time left till regular update < this*Sendbias, don't send this packet)

I can't give any recommendations other than to have the HOST be the one with the fastest connection and speed of computer. Personally I've never changed any of these for actual ONLINE play and haven't suffered any real problems with the default values, but perhaps others have.

There maybe a problem that perhaps the HOST doesn't transfer these changed values to the other players. Tweaking just one computer in the network (preferably the HOST) just isn't going to cut it, they all need to cope with the data in the same particular amount of time or packets will get lost and buffers could overflow. Trial and error seems to be the only way to get results as mentioned in a previous topic.

 

 

Multiplayer Performance Tips:
Here are some tips for better multi-play if your having problems with performance, some seem logical, but many people forget them, all which helps to reduce lag:

-Software compression for your Internet connection should be OFF when playing EAW Online (normally it is ON for Dial up modems).
-Try and adjust the settings under NETOPTIONS in EAW.INI (lower them) when you have lag.
-Many good EAW players in the past (1998-9) where found on KALI (less lag), popular servers: 181, 137, 154
-Turn off all Internet Bandwidth using software that you don't need while playing.
-Also turn off/unload everything you do not need (resident drivers for a scanner for example). If low on memory.
-Lower your graphics setting in EAW while playing on-line.
-Always use 'clear' weather setting to help reduce the information the game needs to keep track of.
-You should enable 'Allow Kali to drop packets that are out of order' to reduce 'warping'

 

 

Read my Troubleshoot Help Document for more help with issues during multiplayer.

 


HELPFUL FEATURES

This section describes some of the Multiplayer functions, features and usage information while Flying Online.

 

Squadron and Flight Assignments:
You won’t be allowed to mix aircraft types within the same squadron, so if you want to fly in the same squadron as another human player, make sure to pick the same aircraft type. Also, note that the first person to join a session with a particular type of aircraft will be considered the squad leader; the second will be his wingman, the third and fourth will be the 3rd and 4th in the same flight; the fifth will be the flight leader for the second flight, and so on... However, if each player picks a different aircraft, each will be the squad leader of his own squadron. (Note: see ExtraSquads below if you select a different plane than other players, thus creating a new squad).

 

ExtraSquad eaw.ini setting:
ExtraSquads doesn't work online, it defaults to 0. However if you want extra enemies during online sessions all you have to do is fly more than one type of plane. Example: If you fly a Spitfire and your friend flys a Typhoon the game will put up two squads of enemies to meet you!

 

Radio Communications:
In other missions, the cockpit radio is simply a means of communicating requests and commands between you and the computer pilots (and ground control). In a multi-player mission, the cockpit radio can be used in the same fashion when used with the AI. Human teammates do not receive the squad leader’s radio orders-only the AI planes can be addressed with the radio menu (TAB key).

There is a separate Radio that also comes in handy as a method of chatting with other human players—enemies and friendlies alike. Use the chat key by pressing the tilde ~ to open the Chat menu. This gives you various options for
sending messages to the other players in the mission. Choose your recipient(s), then type the text of your message. Press ENTER when you’re done, and the message goes out.

In the heat of battle, it’s can be pretty difficult to type a full sentence without getting shot down. That’s why the game includes some pre-set messages that are available at the touch of a key. Using the menu, select the recipient(s) of your message, then hit one of the shortcut keys ((F1 through F12), these are the Multi-Player Chat Macros) to order attacks, regroups, retreats and so on, to the other human players. (The MPS EAW Team left in the ability for you to personalize these macros by editing the file "chatline.txt," found in your European Air War main game directory.)

If Ground Control orders a squad leader to return home, for example, the squad leader should tell the AI planes in his squadron to break it off and regroup with the normal method ([TAB] > Squadron > Regroup), then use the chat key ([~] by default) to tell the human players the same.

 

Game Chat:
Once you get in a game, hit the grave key (¬ immediately under ESC) twice to chat to all players or, in a sweep, hit grave and 1 to send your brilliant tactical ideas or cries for help to wingmen only. Once you have typed the message, hit the return key to send it. Watch you don't hit the ESC key by mistake: that pauses the game - and not just at your end.

Note that game commands from the keyboard are deactivated while you are sending a message so you can type without dropping flaps or shooting rockets around. If you find the keyboard commands not responding you may be stuck in message mode. Just hit the return key or grave key to get out.

You can send preset messages with the function keys (F1, F2 etc). There is a file called chatline.txt in your EAW folder with some already setup but you can replace these with your own customized messages - just edit the file with notepad.

If you have a mic and a full duplex modem you can also use voice comms such as Roger Wilco. Being able to chat with your wingmen while you fly could be a huge advantage but I don't like to use comms myself since they eat up some bandwidth and can contribute to lag.

You'll see a lot of "salute!" -ing on the zone (S! for short). It's just a way of saying hello. Also, when you shoot someone down or get shot down yourself, it's usual to acknowledge this with an S!. Don't forget to tell your wingmen which of you is out of the game: it's important to know if one of the enemy has been killed or if one of your team has gone down.

 

Etiquette:
The EAW community is a friendly, tolerant bunch as a rule. We're all here to have fun and nobody wants to spoil the party. Aggressive language and insults will leave you playing with yourself. It doesn't help that communicating by short text messages can easily lead to misunderstandings. I wouldn't say I haven't ever got fed up with someone and made this clear but I've usually regretted it later.

If I join a sweep and get shot down early, I don't like to leave the game until the fight is over - unless my house is actually burning down; even then, I'll wait until the flames have reached my computer room. If you have been killed you can still assist your wingman by watching the fight and giving him the odd warning (F9 through the planes still flying).

Don't pause the game (ESC key) while you're playing. If you want to exit (ESC & Y) try and do it briskly so you don't interupt the battle.

Normally games are played full real, daytime, and in clear weather. If you are hosting and want to do something different, make sure you advertise that in the game description.

Players in a squad will usually want to fly together, so try to allow for that when you are choosing which side to take.

The host calls the shots, ie decides which type of game and which planes will be flown. Normally, this will be advertised before launching.

 

 

Ending Multiplayer (Coop) Missions:
If your plane is destroyed, you bail out, or you are killed, you can jump into the next available AI plane in your squadron by using the "Jump to next plane" (ALT-J) key. ALT-J will not work if your plane is still flyable, or if there are no AI planes remaining. (Or, if the host has "AllowRespawn= " set to 0--see below). In any case, you can remain in the world and watch everyone else with the view keys. Press Escape to exit.

 

Death During Total Mayhem:
Sooner or later, you’ll probably get shot down or forced from the skies. If you’re playing a Total Mayhem mission, don’t panic—this isn’t the end. You and your plane are “re-spawned”—recreated near the area of battle—so that you can continue flying and fighting.

 

Total Mayhem Respawn / Repair:
If you’re able to land your aircraft and roll to a stop, your plane will be re-spawned mid-air, damage fixed and guns reloaded, ready for the next dogfight without having a 'loss' added to your score.

 


PLAYER SETUP

Before actually Joining a Hosted game, you may want to review some Realism settings that are controlled by the player (The more important settings are controlled by the Host's chosen settings), read on.

 

Visual Realism Player Settings:
There is the "visual" realisms settings that are selected by the individual player. These settings are not transmitted to other players, Each player sets to there liking. By -visual realism- I mean:

- Display units (Metric/British/default) Default is the realistic one (will DEFAULT setting be based on plane used then?), metric in German planes, British in allied planes, but not that big a deal really. Using metric gives problems in a Hurricane for instance, as it's speed gauge don't exceed 400 I think it is. That is easily reached when using kmh.
- Use HUD (Unfortunately this isn't controlled by host. Games are much more fun when all players decide not to use the HUD, but you have to trust the players to turn it off).
- Airspeed (IAS/TAS) The realistic is IAS, but there is advantages and disadvantages for both.
- Altitude (Air to ground or Air to sea) The last is the realistic setting. Not so important either.

 


HOST SETUP

If you’re setting up and running the mission, you are the Host. Hosting is not much different from joining a mission, except that you have more control over the situation.

When Hosting, remember that your 'Flight and Combat Difficulty Settings' are enforced on everyone who joins the mission.

Read the following sections, these must be configured before connecting an online session as a Host.

 

Flight and Combat Difficulty Settings:
When you play online, most of the Difficulty settings are determined by the Hosting player. The Host decides all realism that has to do with the flying, gunnery and damage. This is done through Configuration>Difficulty menu screens. All these settings need to be set offline first. They are:

FLIGHT Difficulty:
-Flight Model (easy/realistic)
-Spins/stalls (on/off)
-Torque (on/off)
-Engine Overheat (on/off)
-Blackout-Redout (on/off)
-Structural limits (on/off)
-Wind (on/off)

COMBAT Difficulty:
-Landings (easy/realistic)
-Realistic gunnery (on/off)
-Midair collisions (on/off)
-Limited ammo (on/off)

(Invulnerability (PlayerDamage= ) can not be selected in multiplayer.)

DISPLAY Difficulty:
Display Units: Choose Metric or English - whichever you prefer now. If the player uses Default, then they will use what ever the Host has his set too?... In other words the player will get distances displayed sometimes in meters, sometimes in feet - depending on the host's settings.

Note: Even though most games are played preferably using full realism settings. There are some settings that actually destroy the feeling that you are playing a 'realistic' flight simulator. Mentioning two in particular; Easy Gunnery and Easy Flight Model, which turns the game into a first person shooter on wings, very arcade-ish.

 

 

Pilot Skill Level:
There are two places in European Air War that effect the skill level of the pilot AI in multiplay;
-One in Difficulty Configuration Screen ("Enemy Skill Level"),
-One in the Multi-Player Session Parameters ("Pilot Experience").

1)First set the general Difficulty in "Enemy Skill Level". This allows you to set the overall AI level of your opponents, and can be viewed as a ‘general’ enemy skill level setting.

2)Next modifying the specific "Pilot Experience" in the Multi-Player Session Parameters will set the pilot AI within the given range of the overall setting determined in Difficulty.

In Multiplayer Mission, in the interest of fairness (since chances are you’ll be playing against other human pilots), the Multi-Player AI setting is the same across the board (enemy and friendly AI use same skill), as your friendly planes will likely be the enemies of your opponent.

If you want to keep AI out of the game, Set pilot skill to Expert.

 

Instant Action:
Also, you may want to have the "instant action" option checked. If you don't, the game will start on the ground at your home airfield and it will take hours to get to enemy territory. With "instant action," you all spawn in mid-air a few miles apart. To make sure you set Instant Action, launch a single mission offline first and select the instant action option in mission parameters. Your computer will remember that particular setting when you exit EAW, or leave that screen.

 

Eaw.ini Settings:
Besides the above visual realism settings there are different lines that can be added to the eaw.ini by the Host if he for instance wants to avoid AI in sweeps... or IF there will be AI to prevent players to take control of a new plane after they have crashed. See my EAW.INI Help Document under...

Put these under the [Network Options] section:

  • AllowRespawn=0 Add this if you are the host of a multiplayer coop session and want to prevent players from jumping into a new plane after dying or bailing out (default is 1). This option doesn't appear in the session details screen when everyone first connects, though, so make sure everybody understands before you launch that they only get one plane and one life (but can still stay and watch the action if they get shot down).
     
  • StartOnGround=1 Put this to have everybody in a multiplayer coop session start on the ground. (Caution: This is not fully tested, and may cause strange results! Also, with no time acceleration or ALT-N you will have to fly the mission in real time. EAW will try to pick the closest bases to the target, though). While sitting on the ground, all of the enemy plane icons will show up on the map, but once you lift off they will disappear and you will have to rely on ground control or your own reckoning to find them. The mission type will be what the host selects in the multiplayer screen for his side; the opposite side will have the corresponding opposite mission. And as usual, players who select the same plane type will be put in the same squadron at the same home base. The destination target area will be what the host most recently chose in the Single Mission Setup. Thus, to select a specific target city as the host, prior to starting the multiplayer session go into Single Mission, pick the same year, plane type and mission type you'd like for multiplayer, pick a target city, then exit out and start the multiplayer session. As with AllowRespawn, you should make sure all participants know they will be starting at home base instead of in the air, since they will not see this setting in the options screen.
     
  • NoAI=1 Set this to 1 to remove any AI planes from human squadrons in coop sessions. Note, however, that without AI planes you will not be able to respawn regardless of the AllowRespawn setting.
    In anything except Mayhem, you may need to make sure AI is turned off (artificial intelligence, ie extra planes flown by the computer). You can have AI if you like, but normally players prefer just to have human opponents and AI can cause lag.

 

 


CONNECTING

To get started, select Multi-Player Online from the Main menu. (Up to eight players can battle each other or the computer). Once you have selected Multi-Player from the Main menu, the Connection screen appears. This is where you begin the process of setting up or joining a multi-player mission. The first thing you should do here is name yourself. Click on the Player box (near the bottom) and enter the name you want to be known by during the mission.

 

Internet TCP/IP:
The next decision you must make—by selecting the TCP/IP Protocol option in the top box—is what type of connection you want to use. Since you plan to join a game on the Internet, you must instruct the game to connect to a particular Host.

To do so, go into EAW, then Multiplayer, then choose the second of the four options, "Internet TCP/IP connection for DirectPlay". A new dialog box will appear; type in a specific Internet address (IP#) of the HOST (The person hosting must give you their IP number first) when you have finished entering it, click OK.

EAW will freeze the mouse pointer briefly when it tries to establish a connection with the host........ Read on into Joining a Mission below.

 

Joining a Mission:
........Once you’re connected as a player, the Games Available box shows you the games you can access. (You can’t join a game that’s already started.) The Players box shows you who is involved in whichever game you select. When you’re ready to join, select the game you want, then click Join. You proceed to the Session Parameters screen once the Host launches the game. (see the next section)

Once you have joined the EAW Lobby, you can only examine the listed settings the Host has picked for the current game. You can not change the realism settings at all at this point. Remember when joining a game, that the 'Flight and Combat Difficulty Settings' for the mission are determined by the Host of the game. (Your default settings are not changed, but they’re overridden for the duration of the multi-player mission.)

The type of game and planes to be flown are usually specified by the Host. Just click the join button. Choose your plane by clicking on Air Force and Aircraft until you have the one you want. The Host will launch the game as soon as all players have the correct plane.

Notice the chat area: click in the lower bar to type a message and then hit enter to send it.



Hosting a Mission:
Now that you have set most of the multiplayer related settings, what you do now is name the game. Click on the New Game box, then type in the name you want to give the mission. (Consider making it a name the other players you expect to take part will recognize easily.)

When set and working properly, the host can start a NEW game without entering his own IP in the IP pane (the computer will hand that over automatically), click the OK button. When that’s done and you’re connected, click New to proceed to the Session Parameters screen. The other players will be entering your IP address (that you provide) to join the game.

Keep reading as the Host into the Session Parameters section below.

 


SESSION PARAMETERS

Arriving at the Session Parameters screen, much of the hard work is over. Here, the Host sets the parameters of the game, and those joining choose their own place in the mission. If you’re not hosting, your choices on this screen are limited, since only the person initiating the game can control certain parameters. If you’re the Host, you have control of the scenario.

These are the sections or areas the Host sets to be shared (Transmitted) with all players. These values reside in memory. (There may be instances, such as re-running a game that the 'Time of day and Weather' values are being written to a players ini, its unclear exactly why, and remained changed even after the game was over. This can cause permission problems in Windows OS...).


The Joined Players box shows you the players who have already chosen to join the mission and the settings they have determined—name, nationality, and so on.

The Chat box allows you to communicate with other players before the mission begins.

 

Pre-Flight Checks:
Let other players know what you have or going to set Difficulty at, such as configured at full real or not. If not, make sure you let players know. Not many people want to fly in non-full-real games.

Most games are played with weather set to 'Clear' so that those with better graphics capability don't have an unfair advantage. However, clouds can be useful now and again - gives you somewhere to hide - but make sure everyone is ok with the weather setting before you launch.

Note: Although the Host's .INI decides the settings in online games, the joining players eaw.ini file will not appear to be altered by the Host game, once you have exited the online game. However, the settings for what year, weather, time of day and such WILL get changed, but these can be changed back when a new game is hosted online or offline. Nothing else is changed in it.

 

Change Parameters As Host:
To change any of the parameters, click on the current setting to cycle through the options. They include:



Air Force
Choose the country you wish to fly for. This decision affects which aircraft you can opt to pilot. Your air force also determines your enemies and your allies--except in games of Total Mayhem, where it's every pilot for himself.


Aircraft
Choose the type of plane you want to fly; your options depend on both the time period (chosen by the host) and your air force. Your weapons load-out is determined according to the needs of the mission; you have no control over it.

Note: Except for Mayhem, make sure there is only one plane type per side. More than this will almost always lead to AI in the game. (although some games will just workout without AI).


Region
The host determines the scene of the hostilities. The possibilities reflect historical battle areas of the selected time period.


Time Period
The host selects the year in which the engagement will take place. Your choice influences both the battle region and aircraft availability for all players.


Time of Day
The host stipulates the time of day at take-off. Options include anything from dawn all the way through nightfall, thus
determining whether the sun or darkness will be a factor in the battle. Dusk and dawn can give some pretty skies but it's almost impossible to see other planes in the dark. Don't do it.


Battle Size
The host selects the number of planes in the game. Settings include Small, Medium, and Large. This selection is independent of the number of players in the game; any planes without a player pilot are controlled by the computer. The number of player pilots can never exceed eight. If you want to keep AI out of the game, Set battle size to Small.


Pilot Experience
The host sets the experience level of the computer pilots. This not only dictates the average skill, but also alerts potential players before they join.


Mission Type
The host chooses one of the usual mission types for this operation. All forces on the same side as the host fly this mission; the enemies’ objective is to prevent their success. For example, if the host selects an escort mission, the opponents find themselves flying an intercept. The exception is a Total Mayhem mission, in which it’s every pilot for himself, with no allegiance and no objective but to survive and destroy.

Mayhem is every man for himself. Sweeps are two teams fighting against each other: one axis, one allied. Interdiction is a ground attack game where one team has to destroy a target such as a train and the other team has to try to stop them. Finally, intercept and escort involves one team defending a bomber formation while the other tries to destroy the bombers. Most zone games are either sweeps or mayhem, but you can play any type.

Mayhem is good when you're getting started. Fly around and get some practice in - but keep watching your six! Each time you get killed you'll spawn again with a new plane (mayhem only).

Don't forget to choose mayhem if it's mayhem, or a sweep if it's a sweep etc




When you’re finished, click on Launch to begin (move on to your briefing) or Cancel to return to the Connect screen.

 


PLAYER SCORE

 

Player Kills:
Multi-player games keep a running tally of every pilot’s kills. Players receive credit for downing enemy fighters and bombers. On the other hand, points are deducted for shooting down a friendly aircraft, for crashing a structurally sound plane, and for other such bonehead maneuvers. If you’re interested in tracking other players’ records (as well as your own) during play, you will see these kill tally scores are automatically written to the screen. These scores are continually updated throughout the game.




Final Tally Statistics:
At game’s end, you’ll no doubt want to know how well you did. That’s the whole point, after all. Just sit tight, and the Final Tally screen appears (unless, of course, you quit before the battle came to a close). The Final Tally, quite simply, shows the statistics for all players.


The overall air force winner (not listed for a Total Mayhem mission) is calculated based on the success or failure of each side’s mission. The triumph of an escort mission depends on the number of bombers that made it over the target. Strikes take into account both the damage inflicted on the objective and the severity of one’s own air casualties, while for an intercept to be a success, you have to have stymied your adversary. Sweeps are decided based on each side’s total kills.


An overall individual winner is recognized as well. The title Ace of Aces is awarded to the player who, at game’s end, has the greatest number of kills. This recognition is bestowed independently of the air force winner.

 

 



CODEGROUP VERSION CONTENT




CODEGROUP INTRO

This document is intended to inform you of all the multiplayer improvements found in the Code Groups Independent EAW versions. The document refers to versions 1.28, but more prominently 1.28e and above, up to the current of v1.60 (if the info is available). See my Multiplayer Help Document for introductory instructions and info.

Note, Help Me! to Help Others: This help document is in an early stage of being written, some text could be in error. Please help me to include details or changes if your aware of any of the newer capabilities of the newer Coded versions.


ADD-ONS AND MULTIPLAY

With the CodeGroups recent packaged standalone EAW archive, you are preferably limited to using the same files as the Host or other players do. ...??I'm not too sure how multiplayer works for newer versions regarding add-ons?? I think they are pre packaged with the game and plane sets are loaded per mission??...

Please help me fill this in with the correct info!!


NEW MULTIPLAYER SETTINGS

These are the new sections or areas the Host sets to be shared (Transmitted) with all players. Read on for information on the new settings available to the Code Group's Independent versions.

 

Session Parameters:
The Code Group members have made many changes to the multiplayer code; The Online Host player now has the ability to choose settings very similar to those which where previously only available in single player missions. With these new settings the Host can (but doesn't have to) select many different multiplayer configurations that where not selectable in stock EAWv1.2.

Most of these Host settings have to be selected before the game starts. For example: Yours and the Enemy Homebase, the AI plane types, the target, ground/air start, respawn on/off, Interdiction types and sizes can be set, etc....These new settings are provided on the now expanded mission parameters screen. Once set, the Host settings get transmitted to the clients (players). These and other settings that are transmitted to the player's game are set in memory, not written to the player's eaw.ini file...

The default "Host settings" that the host determines are the following options found within the Pre-Briefing screen (where all players meet up). (Note: Also, in the Code Group game, there's the ability to set Multiplayer settings in a scripted text file that can be loaded by the host...not much information on that, I just wanted to mention it.)...

See the list of expanded options below. (note, these are in addition to the standard settings available to EAWv1.2 Hosts (not shown here)) Note: Many of the selections available to the Host are not available to the other players to set:



NoAI (yes/no),
to remove any AI planes from human squadrons in coop sessions. Note, however, that without AI planes you will not be able to respawn regardless of the AllowRespawn setting.

AllowRespawn (yes/no),
whether you can return after dying. If the host of a multiplayer coop session and wants to prevent players from jumping into a new plane after dying or bailing out (default is No). This option doesn't appear in the session details screen when everyone first connects, though, so make sure everybody understands before you launch that they only get one plane and one life (but can still stay and watch the action if they get shot down). Remember you need some A.I. planes to respawn into, so set the NoAI setting to Yes. (Virtual servers can be unstable at times, with large amounts of players in a game you can just blow up after respawning because of the amount of lag.)

Groundstart (yes/no),
Ground started games can be with plane reserve on the ground, with homebases in close distance, with "only friendly icons" or no icons at all, etc.

The Target Area or Enemy Base
On the mission parameters screen there is a hotspot at the top which activates/de-activates multiplayer setting. The Host uses the map to select not just the target (Sea convoy targets also!) and the homebase, but the allied secondary base, and the enemy primary and secondary bases. They are saved in the “eaw.ini” file and are used when he then hosts a multiplayer game.

The Friendly Primary Homebase.
The ability of the host to select both primary and secondary bases for friendly and enemy. This allows meaningful escorts/intercepts in real time, with fighters from one base and bombers from another.
The Friendly Secondary Homebase. (A.I.)
The Enemy Primary Homebase.
The Enemy Secondary Homebase.

Up to Two Friendly AI plane types (only if AI´s are allowed),
Host determines whether your squad includes AI plane, all players will see the same plane set.
Up to Three Enemy AI plane types.

Player Skill Level,
setting limits in-game viewing options and icon range(1. all possible views are allowed, 2. No free front/rear view, 3. No external views). , (In (1)Green and (2)Veteran mode ALL active planes show an icon on the map. In (3)Ace mode only the friendly planes show an icon.)

Target Icons on/off.

Mission Time and Date,
all players will see the same season. The month, day, hour and minute can be selected. The times of sunset and sunrise are also displayed so that the player or host can select an appropriate time especially to get the nice effects at sunrise and sunset. It will provide a steadily increasing mission date with every played mission. Can handle 12 fully automatically switching seasonal setups. Each of these setups can include a FMDir.set, a PDir.set, a terrain, a frntline.dat, screens and campaigns/squad files.

Cruise Altitude,
The Host can load a CruiseAltMP.mpf to adjust the multiplayer cruise altitudes. Here we have the same layout of values, but additionally we can adjust the cruise altitude of the mission in 3000 feet steps. In the stock v1.2 game the cruise altitude got generated on each PC in a rather static way (much different cruise altitudes on different PC´s in the same mission would have had strange results).

ExtraSquads,
(This was added in vEAW1.60) This value (0-17) is transmitted to other players from the host.

 

 

This is the section from MrJelly's EAWv1.60 eaw.ini
These are all the values that are passed from the Host onto the other players joining, and they see them on their own parameters screen. If the Host changes any values before launching the game then the changed values are passed to the other players. These values reside in memory. (There may be instances, such as re-running a game that the 'Time of day, Weather and Battle size' values are being written to a players ini, its unclear exactly why, this can cause permission problems in Windows OS...).

============================
[NETOPTION]
Year=2
SkillLevel=2
MissionType=1
BattleSize=0
TimeOfDay=3
Weather=1
NoAI=0
StartOnGround=0
AllowRespawn=1
AI_PlaneUpdateRate=350
PlayerPlaneUpdateRate=35
ClockSyncRate=140
Sleep=400
Target=65
FriendlyPrimaryHB=79
FriendlySecondaryHB=79
EnemyPrimaryHB=32
EnemySecondaryHB=32
FriendlySecondaryPL=11
EnemyPrimaryPL=16
EnemySecondaryPL=18
============================

 

 

Maps:
The problem is that the multiplayer routines cannot access the maps in order for the Host to select targets and bases.
(Although there is a list on the Parameters Screen, most of the time a host has no visual reference as to the geographical locations of the targets and bases.)

MrJelly came up with two solutions:

  • One in which the user selects them from maps using an external program like the mission editor (A custom tool that modifies the .MSN files) before launching the game itself...
  • The second in which a user using one of our later exes can set up a single mission and click at the top of the parameters screen and activate multiplayer settings.
    This allows the host to not only set the target and home base from the map, but to also set the friendly secondary, enemy primary and enemy secondary bases.
    These values are written into "eaw.ini" when the host exits the parameters screen, then exits EAW and launches multiplayer.

 


NEW MULTIPLAY FEATURES

Other code changes over the stock EAWv1.2...

 

Special "Server.exe":
This exe version "server" feature allows (Individual aircraft allowed for up to 16 players) pilots the ability to join an already in progress multiplayer game. It was tested with an allowed max 16 players, (but theoretically can be opened up for up to 256 players, though its very doubtful the game would run lag free.) So now we can play with max 16 people and we can join and leave a steady running "mayhem" free for all (FFA) game by will. The GameRanger server guys where able to adjust the GameRanger software to support these new features!!

Work on a team setup, where axis planes take off from one base and allied from an other nearby base. The player would then be able to choose between one and the other nation and different planes. I'm unsure if this made it into the game...

(After tests, true server games where abandoned (however the FFA remained) as the entire game was built around a Client To Client multiplayer game engine. To do a true server exe much of the game or a great deal of it would need to be re coded.)

 


Join In Progress:
Where the players can join and leave by will in 'ground started Mayhem' game; This is very nice for Team Mayhems, cause up to 4 Home bases can be selected. The Host determines the home bases and the available plane types.

Up to 4 Plane types can be selected, but this is done by the Host only. The advantages to this is that when a person joins a game, it adds a bit of randomness as to your plane type that you get to fly, thus adds just enough variety to the game increasing the fun factor. Otherwise everyone would be picking the same aircraft or the absolute best one every time.

This new join in progress feature is an improvement for sessions where many people can take part at anytime. We often find that someone won't be available or ready at the games initial start. Also if someone wants to adjust his stick or a other personnel setup (resolution, graphic quality etc), he now can leave the game and come back.

NOTE: Only the new "ground started mayhem" support the possibility to join a game after it has started!! The default game possibilities remain unchanged!

 

 

Seasons:
Implemented is the possibility to play with seasonal setups (and up to 4 different plane sets). All players will see the same season and plane set, as matched to the hosts settings. To achieve this the current date (and plane set number) of the host get transmitted to the clients. Then EAW loads the related season and plane set.

As result we can have more graphical variation and we can choose out of up to 120 planes, without the need to load something new.

 

 

Pre-Flight Chat:
You can join every running game up to the Setup/SESSION PARAMETERS screen. Here you can chat with the people who are flying even if you can't join. (If it is not a ground started mayhem mission you will not be able to join), but what you can do is post messages in chat and they appear on the playing pilots screens, so they can reply. That means you can find out if the game will end soon. If the game is a 'ground started Mayhem mission', you also can fly, you hit "LAUNCH" and join the game.

Pre-flight chat changed:
Previously we had to reactivate the preflight chat after every line we typed, so a normal chat sequence was difficult, cause often the 1st character of the message was missing, because the 1st keyboard input reactivated the chat.
Now the chat is permanently active, until the player makes a right mouse click. The right mouse click deactivates chat and allows the player and host to make selections, until they press another key.

 

 

Online Rearming:
You need to land the plane on a airbase, move your plane close to a Hangar, within 100ft radius of the center of the building, then stop the engine and enable the brakes, a "Wait until the Guns got rearmed" message appear for a few sec´s. After around 30 seconds a "Guns got rearmed" message appear for another few seconds and the Guns really got rearmed.

While waiting for the guns to be rearmed, you can select a loadout (if available for your plane-type) by pressing one of the following keys: (The related load-out gets added to your plane and a related message is displayed on the screen.)

F1 = "Bomb(s) loaded"
F2 = "Rockets loaded"
F3 = "Gunpods loaded"
F4 = "Extra fuel loaded" (only offline)
F5 = "Torpedo(s) loaded" (only offline)

BackSpace = "Unloaded"

If a loadout is not available the related key works like the "BackSpace" key and "Unloaded" will get displayed on screen.

 

 

Anti Spawn Kill:
"Kill Shooter" got introduced; This keeps people from spawn killing you in online play during a ground started mayhem (multiplayer mission with endless re-spawn from the same airbase) might result in a vulch-party. (also works when people are landed, damaged or are rearming). So same like in 'Aces High' we now will get a "Kill Shooter" for Mayhem games, to prevent spawn-kills.

It work like this:
Right after game start each players plane will display a little "Kill Shooter on" on the bottom of the screen.
As long as this message get displayed, everybody who shoot to you will take the damages, instead of you. As long as you fly low with your gear down, anyone shooting at you is damaged/killed instead. This gives you a chance to get into the air before someone can shoot you down.

This message will disappear (Kill Shooter off), when you raise the undercarriage, or when you reach around 2000 feet altitude (this should be enough to start a combat).

If you want to land your plane (out of ammo or damaged), you need to disengage in time, cause you don't get protected by the kill shooter while landing!! Once you are down and on slow speed (with or without undercarriage), the "Kill Shooter" get enabled again.

The "kill shooter" does not protect you against rockets or bombs!!

If two planes have the "kill shooter" enabled, they can't harm each other.
When the "kill shooter" is enabled and your plane once roll, you cant shoot your guns, so you cant kill someone else.

 

 

AutoClimb Working In Multiplayer:
Autoclimb "Shift A" is available online...

 

 

Sea Convoy Targets:
Refined the target selection routine for online games.
If the host selects an interdiction, and the target is a sea convoy then when the target list is refreshed all the targets which have a sea convoy associated with them are displayed in black text.

What is even better is the use of an external "Convoys.dat" file in the root folder. We have one for ETO-, and some others for different scenarios: This makes target selection for much simpler, and for the torpedo runs it will be particularly useful! Please note that the target list only shows 25 targets at a time, but clicking the down button would show the next 25 (from 26 to 50) and so on.

What we do sometimes is to set the enemy primary and secondary to "Empty". There is enough fire from the ships to worry about on the slow torpedo release approach, so not having to worry about enemy fighters makes life a little easier. Of course in a game with many players, some could be escorting and others intercepting as usual.

 


OTHER NEW ADJUSTMENTS

Some Other Important Adjustments with Multiplayer Gaming.

 

Multiplayer Interface Expanded:
Needed to be re-coded to make more room for more new multiplay selections.

 

 

Fake Multiplayer Host:
Fake Multiplay Hosting is something the Code Group of programmers found that this feature was useful to test MP routines, and was left in. What you do is select Multiplayer...TCP/IP ... and leave the IP address blank then select "NEW". You will then be set up as the Host and you can experiment with the new selections available. You can also Launch the game and you will be in the game flying all by yourself, just like a single mission. The only difference is that accelerate time does not work, and the load-out selections are limited (exactly as they are in stock EAWv1.2). This helps with people that have never flown online and want to learn what to do in order to Host a game.

 

 

Adjusted Warp Correction:
This should prevent the Stall-bug, where the planes always rolled to one direction, then they flicked back to the normal flight position.

 

 

Time Delays Adjusted:
Multiplayer time delay fixes to allow users who cannot use stock EAWv1.2 or early Code Group versions to fly online, they can now enjoy multiplayer sessions again on faster connections.

The reason is that in line with the modem speeds of the year 1999 a number of delay routines were included in the original EAW code, to slow things down. With ADSL and faster routers these delay routines cause connection problems in 2009, basically the game times out because nothing appears to be happening. We have fixed the problem, and we can fly online now.

 

 

Visually Missing Bombs:
Another online feature is that when you drop a bomb, it will no longer appear to stay on the hardpoint. The 3DZ model will disappear now like it should.

 

 

Chat and Guns:
When in Online Multiplayer mode and flying, when a player is using the "Chat" feature, his guns won't shoot.

 

 

MultiSkins:
You can now have separate skins for the same plane model, allowing for squads to be identified by markers. This works in 8 and 24bit BMP, and allows you to have up to 16 differently skinned aircraft per squadron.

 

 

A.I. T/L Routines:
AI takeoff and landing routines are improved.

 

 

Engine Visual Status:
The engine status (run or stopped) gets transmitted, so now we can see if someone shuts down their engine.

 

 

New "End Mission," "Quit Game," and "Pause" routines for Multiplayer:
The exit and quit game routines for On-line play have been changed to prevent a player pausing the game. In the stock EAWv1.2 this often happened accidentally. (cause a simple push of "esc" was enough and also "Alt + Q" paused the game for all.) It was rather bothersome, specially if many people take part in the game as it also causes lag and warp. This feature (Pause) has been disabled for all on-line missions.

To exit an online game/end mission the player needs to press and hold down the ESC key for about 5 seconds. (time differs depending on the speed of your computer) A Yes/NO Question will appear after that amount of time.
Note: EAWv1.40 the exit key was changed to Shift [  or Shift ]

To Quit the complete game, the player need to push "Alt + Q" for around 2 sec. (time differs depending on the speed of your computer) A Yes/NO Question will appear will appear after that amount of time.

 

 

 

 

[END]