Re: No Saves makes it impossible to play the greatest games.
Posted: 18 Nov 2011, 11:23
Replay does not save state. Replay saves messages.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Are you interested in the result (having save/load in ZK), or the process (having fun coding in Lua)?KingRaptor wrote:I did write a ZK gadget for the new save/load system a month or so back, but it's still very primitive (only handles units and their commands, no features, RulesParams or info specific to other gadgets; doesn't even remember which way units were facing).
Never really had time to work on it further, though I do now for a couple of months at least.
Both, really. Save/load is kinda expected of any game that claims to have SP support, which in turn is on the list of things that ZK needs/wants to gain a larger playerbase.zwzsg wrote:Are you interested in the result (having save/load in ZK), or the process (having fun coding in Lua)?KingRaptor wrote:I did write a ZK gadget for the new save/load system a month or so back, but it's still very primitive (only handles units and their commands, no features, RulesParams or info specific to other gadgets; doesn't even remember which way units were facing).
Never really had time to work on it further, though I do now for a couple of months at least.
Yes, but there are many ways of handling it. Many games only have functionality to save between the missions, or use a code that you have to enter instead of saving to a file.KingRaptor wrote:Save/load is kinda expected of any game that claims to have SP support, which in turn is on the list of things that ZK needs/wants to gain a larger playerbase.
How about a quasi-save system where the game analyses your total metal invested and resources and so on, and you get a boost corresponding to that (obv scaled down a lot) if you have to quit mid-mission and restart it later. It would be easy to do and give people a bit of continuity.Jools wrote:Yes, but there are many ways of handling it. Many games only have functionality to save between the missions, or use a code that you have to enter instead of saving to a file.KingRaptor wrote:Save/load is kinda expected of any game that claims to have SP support, which in turn is on the list of things that ZK needs/wants to gain a larger playerbase.
Saving as a code would be kinda cool anyway. You rember those:
JHFJDS-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-URRTR-JHFJDS-XXU
To know if I should bother proposing my code, or if you prefer recoding all by yourself.KingRaptor wrote:Why do you ask, though?
BaNa, you're into BA right? How about you use my existing system instead of asking a poorer new one?BaNa wrote:How about a quasi-save system where the game analyses your total metal invested and resources and so on, and you get a boost corresponding to that (obv scaled down a lot) if you have to quit mid-mission and restart it later. It would be easy to do and give people a bit of continuity.
If you mean the replay-load as descripted by Google_Frog on previous page, I guess that could be automated.Anarchid wrote:Can such replay-loads be possibly handled from within mod lua?
People do not want save&load, they just want to talk about it and dream about playing really epic missions and campaigns that never get made. As can be seen by threads like this going over multiple pages every time, while nobody comments if something actually working is posted.zwzsg wrote:How about you use my existing system
.. and how did you guess so? cause C++ has built in reflection i guess?Fast2 wrote:I further guess that every entity knows about its information and what would have to be saved.
Aren’t you contradicting yourself?hoijui wrote:you basically guess it is all done already, but it is just not done yet, even though very easy and little work...