Take a look at the orange box coop engine. It uses a save restore type engine for coop.
> On Nov 11, 2013, at 2:08 AM, "Giancarlo Rivas" <giaym.m...@gmail.com> wrote: > > I'd make a list of entities I want to save, and save them manually, then load > them again, it would be a bit of work, but would be probably finished without > thinking much. Would work for most simple games as I wouldn't expect you to > be saving too much stuff. Oh, of course you save the stuff server side not > clientside. > > You can first freeze the players, so no one creates new entities / modifies > their values. Then fade to black, sounds/particles and what not that you dont > want on reset will "run out" while it fades. Do magic repositioning while its > black. Unload stuff that will be modified, load the old stuff, and allow the > game to proceed from there. > > >> On Mon, Nov 11, 2013 at 1:40 AM, Victor V <vicp...@gmail.com> wrote: >> OK, just took a look at some saverestore stuff in the engine and it looks >> like the server disconnects and starts a new game whenever it loads and >> there's also a multiplayer check. So that won't work. Onto other solutions... >> >> >>> On Sun, Nov 10, 2013 at 11:24 PM, Victor V <vicp...@gmail.com> wrote: >>> Hi all, >>> >>> For a coop experiment I'm working on I need to implement some kind of >>> checkpoint system. I've been thinking about different ways of achieving >>> this, but the most obvious and ideal solution would be to just use the >>> save/restore system that's used in singleplayer. Is there anything that >>> prevents me from just not saving the clientside data that's normally in >>> saves and loading on the server? I have something separate in mind for >>> dealing with player entities. It seems like the mechanism is kinda similar >>> to the round end entity reset in CSS. Am I missing something super obvious? >>> >>> Thanks >>> Victor >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders