Playing on a Network
To play the network game, the TCP/IP Protocol must be enabled for all users.
The recommended minimum system for the Multiplayer game is:
P200 with 32 MB RAM
If all variables "seem" right and yet you still are getting poor performance, it is probably due to one system in the configuration that is dragging down the performance of the others. The server runs at the lowest system connection speed.
We have disabled the cheats for the Multiplayer games. There are also now voice or notepad briefings. However, on the game CD readme file is a listing of all the mission briefings.
This is a limitation of the game engine.
This method of play is how the programmers designed the multiplayer game.
1. Faster gameplay can be achieved by starting a dedicated server (multiplayer server menu option). This means locating the fastest system, installing the game, starting the server, and then getting the IP Address and giving it to the clients.
If the Host chooses to run the server in the background, this is possible, but
latency will increase by 10-20%.
There in no automatic LAN/WAN server search, Clients need to manually enter the
IP Address of the server.
Menu display during a Multiplayer game session
While this window is being displayed, any player can cancel the selection of a character, leaving him free to be used by another player. It is also possible to select a character that has been abandoned by another player, exchange messages, or leave the game session by selecting the option Exit. In that case, all the characters selected by the "deserter" will be free to be selected by the remaining players.
The character selection window will also reappear during the course of the game if a player abandons the game, or if the communication of this player with the remainder of the network is interrupted for any reason. In this case, the remaining players must take charge of the characters that have become free.
will not be possible to continue the game while there are free characters (not
selected by any player).
The Master ONLY can save and load the game
Continuing after the success or failure of a mission
If the mission is over, the "Continue" button will cause the mission selection menu to be displayed, so that the players may play another mission. If the mission has been finished successfully, then the next mission after the one that was being played will be selected by default. If, on the other hand, the mission has ended in failure, the option by default will be to play the failed mission again.
If something has occurred that has led to the failure of the mission, but that permits the game to continue (for example, if the escape vehicle has been destroyed), then the "Continue" button will permit you to continue playing the same mission from the point at which it was interrupted. To play another mission or replay the failed mission, the Master must select the option "Select Mission".
1.1 Version Enhancements
NOTE: North American versions (with Black CD art and Black box) already have these enhancements. If you have the European version download the patch at this location to upgrade.
1. Only Game Master needs CD
The FIRST person to log into the server will be designated the HOST and MUST have the CD to proceed. The game will check to if CD is present. Clients DO NOT NEED THE CD, but must do a full install and cannot play the single player game.
2. Server limitation for High Latency User (Ping)
When the user connects to the server, server will ping user, if ping is greater than 300ms, the user will NOT be allowed to join. We have implemented this minimum to prevent high latency users from adversely affecting the game speed.
In the lobby, the user is shown this text - "Your connection at this time is to slow to properly play Commandos. Please try again later."
This applies only to user created network games. It "should" alleviate most latency related game problems on networks by preventing high bandwidth users from entering.
You are able to customize the ping filter at the command line. To do so, run the dedicated server executable with the command line argument -ping (# of ms). For example, "mpserver.exe -ping 200" will set the maximum ping to 200ms.
3. End Game Record Screen
After a successfully completion of a Multiplayer game, the users will be returned to the chat lobby. There they will receive a brief summary of their game.
Please note, the time to finish is by no means a comparison indicator. No matter how fast you complete the mission, if your team runs P166 systems and your rivals run on PII systems, they will have the speed and time advantage. This is the best we could do in the limited amount of time. Our advice is to play by the honor system and use a system speed handicap.
4. Menu options
5. Chat Feature changes
Beret - Jerry "Tiny" McHale
6. Out of Sync players
During a game, if a player leaves a game or is out of sync, users are returned to Commando selection screen and shown this message: "player name has left the game"
Last Modified: August 11 2010 11:16:49. Today is: August 06 2021.
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