Joining after startup

Joining after startup

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Joining after startup

Post by FoeOfTheBee »

How difficult would it be to allow players to join a game in progress? I've been playing a lot of netPanzer recently, which is based on players entering and leaving at any time, any is remarkably fun despite having an engine that is quite primitive compared to Spring.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Joining after startup

Post by Peet »

FoeOfTheBee wrote:which is based on players entering and leaving at any time, any is remarkably fun despite having an engine that is quite primitive compared to Spring.
Well there's the key...spring has a huge number of variables that causes it to be difficult to synch a new user partway through a game.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

When resync is done that should be easy.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

KDR_11k wrote:When resync is done that should be easy.
Could create some [very] interesting gameplay: a large persistent server that hosts a huge map, with some special lua enhanced tactical objectives and stuff like that. :P
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

We'd really need a new mod for this, i cant think of a single one where joining half way into a game world be worthwhile, unless it was to spec or to take over control of a d/c'ed player.
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KDR_11k
Game Developer
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Post by KDR_11k »

Comshooter?
Saktoth
Zero-K Developer
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Post by Saktoth »

Well if comshooter instituted re-spawning...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Somebody never played Deathmatch OTA - that was the actual reason for the huge comm-death-explosion. With huge commdeaths, getting a frag is expensive in terms of units, particularly since there's always a chance an enemy comm will spawn within your own base.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Pxtl wrote:Somebody never played Deathmatch OTA - that was the actual reason for the huge comm-death-explosion.
LOL
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

NOiZE wrote:
Pxtl wrote:Somebody never played Deathmatch OTA - that was the actual reason for the huge comm-death-explosion.
LOL
Well, that and to prevent mutual d-gunning. After all, in Game Ends it's meaningless - who cares if you lost a bunch've crap, your Comm is dead. In Continues, it made the game super-hard to balance, since it took a long time to learn to survive the commrush. In Deathmatch? It adds a lot to the game. Obviously, it was easy to completely bork a deathmatch game once a single player conquered the map, he'd rapidly rack up the kills for victory... but in a lot of cases it was pretty fun if you were just a bunch of n00bs messing around.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Pxtl wrote:
NOiZE wrote:
Pxtl wrote:Somebody never played Deathmatch OTA - that was the actual reason for the huge comm-death-explosion.
LOL
Well, that and to prevent mutual d-gunning.
This is the REAL reason.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Shit, I think I've missed something ...
Someone can describe it a bit more?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

REVENGE wrote:
KDR_11k wrote:When resync is done that should be easy.
Could create some [very] interesting gameplay: a large persistent server that hosts a huge map, with some special lua enhanced tactical objectives and stuff like that. :P
Until the server crashes, of course
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Guessmyname wrote:
REVENGE wrote:
KDR_11k wrote:When resync is done that should be easy.
Could create some [very] interesting gameplay: a large persistent server that hosts a huge map, with some special lua enhanced tactical objectives and stuff like that. :P
Until the server crashes, of course
Oh, well when does that ever happen? I thought Spring never crashes.
:roll:
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