[quake2] Savagame
Brendan Burns
brendanburns at comcast.net
Wed Apr 6 10:31:58 EDT 2005
A platform neutral saved game format would be cool... As tei points
out, it needs to serialize *everything* in the game state. Id is
already doing this, but they're doing it via memory dump rather than
true serialization. Not hard to change, but a fair amount of work.
Again, I'm not going to do this in the near future, but I'd be happy to
help guide someone through the process...
--brendan
On Apr 6, 2005, at 2:11 AM, tei wrote:
>
> Jamie Wilkinson wrote:
>> This one time, at band camp, coyote at cojot.name wrote:
>>> On Wed, 30 Mar 2005, Brendan Burns wrote:
>>>
>>>
>>>> Yeah, although its worth pointing out that I think if it doesn't
>>>> work, q2 crashes... I've heard that other versions of q2 have
>>>> improved the saved file format and don't have this issue... Adding
>>>> that to this version would be a great project for someone
>>>> interested in getting their feet wet in q2 development (hint, hint)
>>>> Otherwise I'll put it on my (really, really long) list of things
>>>> to do (write after "Graduate with PhD...")
>>>
>>> Mind sharing with us the list of changes you'd like to do?
>> Dunno what Brendan's thinking of, but back in the day I was
>> contemplating
>> encapsulating the save game info in a parseable format (rather than
>> the
>> memory dump thing it currently is) that isn't tied to the particular
>> build.
>
> savegames sould be serializations of entity state + status globals,
> like on Quake1
>
> actually everything about serialization its very well know, not that
> obscure as the old good days
>
>> I'd expect there to be some problems, such as the state of monsters
>> or items
>> in levels during development changing (at least, that's what I
>> understand to
>> be the reason that the tie-to-build exists in the first place) but
>> there is
>
> the order of precache or something similar? (sorry, I am q1 ish)
>
>> probably some way of compromising so at least the engine doesn't
>> segfault
>> :-)
>
> for every fatal action, the engine sould work on two modes:
>
> If developer its set to 1, messagebox with error message (stop game)
>
> If developer its set to 0, avoid crash then a warning in console
> (continue game), if the error can't be repaired, messagebox with error
> message (stop game)
>
> developers sould debug his mods on developer mode
>
>>> Vincent
>
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