It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hi,

We are pleased to announce a new release of YANG that was released today.
The following fixes and features have been done by Turrican below.


20/05/2010
YANG v0.84 has been released, with the following updates:

* Added support for bMouse which greatly improves the mouselook in the DOS Build Engine games : download and extract it in its own directory, then enable it and specify its location in the new YANG's option, located in the source ports dialog, under the DOSBox tab.
Also, don't forget to change the "Controller Type" to "Keyboard and External", using the "SETUP.EXE" program of all the DOS games you are going to use with bMouse on YANG.

* Fixed a problem where a CD-ROM would not mount in YANG, if you are using a DOSBox base configuration file in YANG, which was already mounting something with the drive letter "D".

Note that it has only been discovered after YANG v0.83 has been released, that since YANG v0.82, the Windows 9x support was broken (because of Unicode), and that there was a problem with the "GeoIP.dat" file when the Linux DEB packages are used.

These problems could have already been fixed for the YANG v0.83 release if we were aware about them in time. So now we'd let you report to Replica's (email) any problem you may encounter with YANG as soon as possible.

A link to download YANG is available here http://yang-online.com
Post edited November 17, 2012 by Replica
avatar
Replica: Hi,
We are pleased to announce a new release of YANG that was released today.
The following fixes and features have been done by Turrican below.
20/05/2010
YANG v0.84 has been released, with the following updates:
* Added support for bMouse which greatly improves the mouselook in the DOS Build Engine games : download and extract it in its own directory, then enable it and specify its location in the new YANG's option, located in the source ports dialog, under the DOSBox tab.
Also, don't forget to change the "Controller Type" to "Keyboard and External", using the "SETUP.EXE" program of all the DOS games you are going to use with bMouse on YANG.
* Fixed a problem where a CD-ROM would not mount in YANG, if you are using a DOSBox base configuration file in YANG, which was already mounting something with the drive letter "D".
Note that it has only been discovered after YANG v0.83 has been released, that since YANG v0.82, the Windows 9x support was broken (because of Unicode), and that there was a problem with the "GeoIP.dat" file when the Linux DEB packages are used.
These problems could have already been fixed for the YANG v0.83 release if we were aware about them in time. So now we'd let you report to Replica's (email) any problem you may encounter with YANG as soon as possible.
A link to download YANG is available here http://www.multi-players-zone.com/yang

Woah! Thanks for this. I was playing multiplayer a while back and I sucked. I believe that bmouse will help me do much better than before.
Post edited May 22, 2010 by Kil3r
YANG v0.90 has been released today :


The most interesting change done for the Blood players, is the "Cryptic Passage" add-on support for the "Blood" game, which works with the original edition of the "Cryptic Passage" add-on installed on the "Registered" and "Plasma Pak" editions of "Blood", but also with the "Cryptic Passage" add-on bundled with the "One Unit Whole Blood" edition too : the new "Use the Cryptic Passage add-on" option in both the Single-Player and Multiplayer dialogs will be enabled/available if the "CRYPTIC.EXE" executable file is found in your "Blood" directory.

Note that when the new "Use the Cryptic Passage add-on" option is selected, the built-in "Original map" list is updated/replaced with the "Cryptic Passage" add-on's map names.

Also, both the Single-Player and Multiplayer dialogs have been rewritten : now, there will be a tab for each of the main games supported by YANG (a tab will only appear if you have selected at least one source port for this main game), allowing to only display the relevant options for each of the main games, and also, now each of the settings/options will be saved separately between each of the main games.

Another major change is the added support for any DOS game (by using DOSBox) : you can create custom DOS game profiles, in the new "Custom DOS games" tab, located in the menu "Settings -> Source ports" dialog.


This is just a summary of the main changes done for this new YANG version : for much more informations, be sure to also read the full changelog on the main YANG web site @ http://yang-online.com


Finally, here are a few notes about the new "Packet mode" selector added for the "Blood" game :


Well, if it's true that there's no network performance problem at 2 players, when playing with the Build Engine games on Internet, using DOSBox, it's however not the case anymore at 3 or more players, which usually results in much more latency.

The main reason is that these games are designed in a way where every players are sending and receiving packets directly from and to every other players, whereas DOSBox is designed to work in Server/Client mode, meaning that there's no direct link between the 'client players'.

As a result, when playing with the Build Engine games on Internet at 3 or more players, using DOSBox, since there's no direct link between the 'client players', this means that the packets sent and received between the 'client players' will have to take a longer path, going through the 'server player', which results in a higher network latency between these 'client players', leading to a higher network latency for every players then, since the other direct links between the 'server player' and the 'client players' which could be faster, will have to 'wait' to keep the game in sync.

However, with the "Blood" game, there's a special feature/option that no other Build Engine game has, being the ability to choose between a 'broadcast packet mode' or a 'master/slave packet mode'.

By default in "Blood", for <5 players, the 'broadcast packet mode' is automatically used, and for >4 players, the 'master/slave packet mode' is automatically used.

So, if this 'master/slave packet mode' in "Blood" results in the packets not being sent and received between every players, but only between the 'slave players' and the 'master player', then this would be exactly what's needed for playing "Blood" on Internet, using DOSBox, with the lowest latency possible when at 3 or more players.

Unfortunatelly, the problem is that there's no way to specify which player is the 'master player' (blue color player/first slot in the fragbar), which seems to have always been automatically determined in every Build Engine games, by the computer's speed, and maybe other factors too.

And with DOSBox, it's even worse for some reason, because the 'server player' (hosting player) is _never_ the 'master player' (blue color player/first slot in the fragbar), whatever the computer you use to host the game.

Now, despite this problem, I've still decided to implement in YANG, an option to allow forcing the 'broadcast packet mode' or the 'master/slave packet mode', so that you can experiment with it : what you'll notice when in 'master/slave packet mode', is that when the 'master player' (blue color player/first slot in the fragbar) exits the game, it results in the game automatically closing on every other players' side too.

So, what I'm asking, is some help to possibly find a way to make it so that when playing "Blood" with DOSBox, we can force the 'master player' (blue color player/first slot in the fragbar) to be the one hosting the game ('server player') : if you've got a solution, you can contact the YANG team or talk about it on this forum.
I haven't had a problem with the multiplayer in blood lag yet, as I have not been able to get is running successfully in the first place.

I'm actually having a problem with One Whole Unit Blood and Yang. Every time I go to start the game after the players are in the room, it crashes as soon as it says they have connected. What I mean is that the window will pop up, find both players and when it says it found us, it will close on both computers. Both computers have the setup files ready to go and tested to make sure it works in single player.

It will run on Yang in single player on both computers, but always crashes when we try to start an internet game. Haven't been able to find another idea of what might be causing it beside making sure the setup files have been correctly configured, which they have.