Re: [hlcoders] Save/restore and multiplayer

2013-11-11 Thread Tom Clay
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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[hlcoders] Save/restore and multiplayer

2013-11-10 Thread Victor V
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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