A bit of brainstorming...
Such feature is rare in RTS games would the Spring Engine be capable of doing so?
What could be done with it:
*-For missions they could make a operating base and would be very usefull for games that got researches and depends on veterancy
This way missions can be maked witout that the Player has to research everything again and can maintain well their units of course you could on single maps doing a base/whatever thing that loads units and carries to other mission and save it and load it on the next mission. I as far as I know Warzone 2100 does that but that would make Spring Engine also more "attractive" and adding a save units with second unit or anything like that but that is not really that much feasible or? Of course there gives alternative way to do this by using alot of Lua feature but this way the player would be able to do several mission at once
*- Eventually easier to manage units so the units they want to save could just dump on the Operating base and good is it.
Possible difficulty:
*-Eventually the whole spring engine needs almost be rewritten again.
*-Would take a while to code.
*-Eventually performance hit.
Alternatives:
*-Use alot of lua magic that the unit's shall be saved gets cargoed and bases no idea how.
Multiple Map loading?
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Re: Multiple Map loading?
If the lua lobby gets finished, i reckon this could be very well made with Lua (though you'd have to manually serialize data between missions, and so on).
The idea here is that if lualobby is to work, it would have to allow games to be started while already inside the game. And that, presumably, would allow for some transfer between the previous and next games (possibly auto-written to game settings or something).
However, lua-lobby interface seems so incomplete atm that this is open bets; either way, i don't thik any solid engine rewrite would be needed, no multiple maps would need to be held in memory at the same time, and no serious performance hits except for those extra seconds while your persistence gadget copypastes the serialized units and research across the gap.
Hmm. In fact, i'm going to watch out for this: it certainly would allow for a whole new level of immersion.
The idea here is that if lualobby is to work, it would have to allow games to be started while already inside the game. And that, presumably, would allow for some transfer between the previous and next games (possibly auto-written to game settings or something).
However, lua-lobby interface seems so incomplete atm that this is open bets; either way, i don't thik any solid engine rewrite would be needed, no multiple maps would need to be held in memory at the same time, and no serious performance hits except for those extra seconds while your persistence gadget copypastes the serialized units and research across the gap.
Hmm. In fact, i'm going to watch out for this: it certainly would allow for a whole new level of immersion.
Re: Multiple Map loading?
for singleplayer (=missions) (re)starting games is already possible. And some games already have that. Lualobby is for multiplayer and has little to do with this...The idea here is that if lualobby is to work, it would have to allow games to be started while already inside the game.
Lua can write to files and read from files. That is all one needs?allow for some transfer between the previous and next games (possibly auto-written to game settings or something).
To carry units over from mission to mission you could just write them to some textfile (not gamesettings, just "mission_2_units.txt" or similiar) and then read that.
Re: Multiple Map loading?
Would that mean that Spring Engine (or anything else that does it) That it can load multiple maps and able to switch all time?Anarchid wrote: The idea here is that if lualobby is to work, it would have to allow games to be started while already inside the game.
Re: Multiple Map loading?
already possible for SP and I think for MP too. Just need some way that all clienes get the correct script.txt for Spring.Restart