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
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