![]() ![]() Were I to wake up as the CEO of Square Enix tomorrow, I still wouldn't greenlight development of Supreme Commander 3. Chris Taylor said in a recent interview that the original Supreme Commander didn't make enough profit for GPG to get any money back from the publisher.Įven Supcom 2, a game designed to sell in the console space as well, failed to make enough to warrant a sequel. If it were, Square Enix would have made one by now. quote: you can just drag the 'end battle' screens off to the corner and keep playing.Making Supreme Commander games isn't profitable. 5) CEG effects: not possible to read at all. Probally fixeable by something like Spring.GetGameFrame()+frameWhenGameWasEnded 4) unitscripts: variables, running threads etc. *I wonder if it was possible to put everything into a table like instead of local x=5 you have local T.x=5 Then one would just have to loop over the keys/values of T? 3) Frame counter starts over at 0. (say a burning unit now longer burns after save/load) It could be done step by step. ![]() (can loop over it) IMO it would be good enought if at first some things are not saved. BUT: Most gadgets actually use UnitRules and save/loading that should be a lot easier. 2) saving/loading the state of Lua all at once is not possible.* Would have to do it for each thing indivually: too much work. So now can easier save command queues etc. There were/are some problems: 1) unitIDs could not be kept - since some time they can, CreateUnit() got new parameter: solved. (engine changes broke it but that was things unrelated to the actual save/load) Instead of saving to a script.txt it should save to a lua file though. Better is imo writing all unit positions etc to a file. Players will not use save/load when it takes dozens minutes. Mostly it will be games that were going on for a loooong time and now you do not want to lose hours of playing. Think what kind of games will player want to save/load? Probally not small games that were running for 5 minutes. It might be so impracticable nobody will use it. All you'd need to do to set this up properly is clean it up a little.Ĭontinuing replay might be easiest way for save/load but I dont think it is worth it. So basically this has complete resume from replay functionality, it's just a bit fudgey and hacky. However, as long as the server doesn't quit (Which it doesn't, if you're hosting locally, but hosting replays on springie would need a fix for this) you can just drag the 'end battle' screens off to the corner and keep playing. Oh, and once you hit the point where the replay actually 'ended', the game will end regardless of it's state. The trick would be getting the replay to stop executing orders so you can resume full control from any point. It should be fairly easy to add a 'host replay in multiplayer' button to battle pages, and a 'resume from saved state' widget could literally contain just a bunch of very quickly executed cheat commands (This will cause the battle to not count for elo etc of course, but then a replay probably wouldn't anyway). Multiplayer replays have been around in spring for ages, ZKL just never implemented the functionality (because it's never really used). You can even play against a recording of a players actions this way, but they obviously won't react to the 'new' events you cause. The replay will continue to play, including all the actions both players took, while you are capable of issuing new orders, changing the course of events. You can also type /spectator /godmode which will give you control of all sides. You can inject yourself into a replay at any point by typing /cheat /team # (starting at player 0).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |