![]() If you want to just continue from the end ("a normal save") then you can do that as well. So pick anywhere in the game and then continue on from that point could be possible. One thing I've been considering (and it may not be practical) is basically making a replay and savegame the exact same file. ![]() ![]() If you think about it a replay is similar to a sequence of save games played back over time (at least conceptually). Replays and save games are actually fairly related. In practice not all of the state gets saved (for example most engines wouldn't preserve graphic fluff as it's not considered important). Reconstructing the runtime state itself for a game like this can be a bit tricky because of how much state there is and how it's intertwined. It's actually quite a high cost feature to do properly because it means you have to be able to serialize all of your run time data structures. Shouldn't be to hard to implement, even thought other more basic stuff should have priority (i guess ^^)Ĭlick to expand.This is the original reason I hadn't prioritized this feature. The only way i see to make sure this cant be abused is the following: If a client asks for a save, the server creates it, but only transmits it to the client as soon as the game has ended, thus avoiding any risks of hack to begin with. Changing this so that the client can ask for ALL the data seems unwise as this can be abused for hacks. All he has is what is required to display the player what he (his units) can see. For client server net-code, the client does not have all the data. Yet this allows for the simple and hardly detectable (map)hacks. In p2p every client has all of the data, thus if u copy this data form the ram to ur hdd u created a save. The Problem that is see lays within the Clients Server architecture of this game. Nice feature if for example the host was laging u could just rehost using the savegame. Re: Savegames for multiplayer - In RTS never done before!
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