Further to my previous post, I might have an idea of how to save multiplayer games for the moment!
As we know, the F8 key saves the current state of the battle to the test.ssf file.
As we also know, when a new multiplayer game is started, players join the battleroom and all that and then the game loads and executes the "commanders" script to place two commanders at relevant player locations and start the game.
If the pointer to the "commanders" script could be made to point to the external file "test.ssf" then once the relevant players had joined, the game would then start, effectively "warping in" the units for each player to the previous game state.
I'm no programmer, so I know it's not perfect, but it's an idea.
I have no idea how to change what the pointer points to, but perhaps someone could instruct me in how to get it to load a multiplayer game with the script of my choice, instead of always "commanders"? Then I'msure it would work!
Hope to hear soon as I have a multiplayer save that was excellent, but then the other player "lost connection" for no real reason...
Thanks!
P.S. Obviously, this still won't work with AIs, but at least multiplayer woudl be saveable!
Multiplayer Saving Idea!
Moderator: Moderators
but...
Ah, but can it be done?
I (as I'm sure a lot of other ppl have) have tried loading states using the "loas test.ssf" function and everything is brought back perfectly. I see your point about resyncing the multiplayer game, but the game and server are quite tough on those fronts and if you pause the game they seem to cope quite well with de-sync and get back in sync.
Obviously, I reiterate that I am no programmer and therefore could be talking complete poo.
As soon as one of the devs replies and blows me out of the water, I will skulk back to my "hopeful-board" and think again...
secrecite
I (as I'm sure a lot of other ppl have) have tried loading states using the "loas test.ssf" function and everything is brought back perfectly. I see your point about resyncing the multiplayer game, but the game and server are quite tough on those fronts and if you pause the game they seem to cope quite well with de-sync and get back in sync.
Obviously, I reiterate that I am no programmer and therefore could be talking complete poo.
As soon as one of the devs replies and blows me out of the water, I will skulk back to my "hopeful-board" and think again...
secrecite
If a game is out of sync, it cannot resync anymore. This is due to the sim ulation technology Spring uses. Maybe later on there will be a resync option. Thought are running about that.
The save and load option were very experimental and not supported in the latest versions. ultimatly, there is no save and load, or resync option in spring. However, the changes you desync is getting smaller every version. And on multiplayer, it isn't very usefull to save
The save and load option were very experimental and not supported in the latest versions. ultimatly, there is no save and load, or resync option in spring. However, the changes you desync is getting smaller every version. And on multiplayer, it isn't very usefull to save
Loading test.ssf instead of commanders on multiplayer games as a try to load savegames, sounds like just a part of the solution. Code would have to be developed to reconnect when loading a savegame, making sure server and clients are each at exactly the right frame number, etc.
Also, as already has been said, the save/load functions are a bit old and unmaintained, so it would be easier to develop load/savegames using the class registering system Zaphod implemented, as a first step towards resync.
Also, as already has been said, the save/load functions are a bit old and unmaintained, so it would be easier to develop load/savegames using the class registering system Zaphod implemented, as a first step towards resync.
