Re: [Alephmodular-devel] Display Abstraction Landed?
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-10-07 21:02:03
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On Tuesday, October 7, 2003, at 04:16 PM, Timothy Collett wrote: >> My own up-to-date version of AM seemed to have no problems loading =20= >> your >> save game though. > > Hmm...that wasn't exactly the problem, I'm afraid. I think I can load = =20 > a game from the main menu. The sequence of events here was the =20 > following: > start new game > save > die > attempt to resurrect > AM quits itself > > But this suggests that at least the savefile was good. Ah, hmmmm, you know, I can't think if I ever tried that or not, hmm. >> Yes, Networking is currently disabled. It was easier to stub it out >> then to grok everything and rewrite it in OpenTransport. The most >> likely thing to occur here is that we graft in A1's networking ;) > > Star protocol & all? :-) Heh ;) >> With respect to replays, I don't know if there is a better way to do >> things. There are improvements we can make ... like eliminating the >> need for the Vidmaster's dance. But beyond that, it's hard storing = all >> of the world state umpty times a whatever. On the other hand, even in >> modern games, I don't recall seeing that many replays in FPS ( and >> usually they work in a similar fashion when they do... reset =20 >> simulation >> to x point in time, let run :) ) > > Yeah, I know. But...couldn't there be some more robustness in the =20 > format? One thing that comes to mind is making the RNG a little more =20= > solid in synchronization, if this is possible/sensible (this would =20 > help net games, too). Another thing is to put information about the =20= > environment used into the film. Ideally, each =20 > Shapes/Sounds/Map/Physics file would have some sort of checksum that =20= > the films (and savefiles) could reference, and if it's not there, =20 > there should be some sort of warning. Well, the replays are solid in terms of sync. But if something changes =20= then the replay is off. And classic OOS errors seem to come from =20 someone's emulation getting off for some unclear reason. As I recall, the wadfile based files (physics, map) do have this =20 checksum (hence how a replay or, I believe, even a saved game syncs up =20= with the right map.) The other two files, shapes and images do not and =20= the game tries to sync up with them (from the preferences) due to =20 modification date :/ Though any sort of checking on the files would help over the existing =20= code with respect to replays :) >> We have to deal with resources as long as the file system does and we >> can run old M2 maps. This should cover a nice long while. It would be >> nice to mix things up to have a scenario bundle. However, even then >> this might be resource routines now working with an expanded format >> (that is hidden from the rest of the code.) > > I didn't say that quite right, did I? What I really mean is that we =20= > shouldn't have any current file formats=97the ones we output=97using =20= > resources. I think that having support for *loading* resource-based =20= > formats is great, and should remain forever (at least where it makes =20= > sense to do so, like Map and Images). But if any current formats (ie, = =20 > savefiles & films) use resources, the use of them should be abstracted = =20 > away from the core, so it's easy to plug in a new function to save =20 > them on Windows or Linux systems. The only resource we save into files currently is a map preview in the =20= saved game that is supposed to show up in Open/Save dialogs and the =20 finder. What's annoying is this worked fine in OS X 1.0, but under 1.1, =20= Nav Services still created the preview, but the finder ignored it for =20= me :/ That preview is currently stored in a very platform specific way, =20 supposedly so that that platform can and should show it elsewhere :/ > Another issue I've been thinking about is the real modularization =20 > part...you know, being able to just take the network bits for a pure =20= > game server, and the rendering code for Visual Mode of an editor, that = =20 > kind of thing. How much is that inherent in what you've been doing, =20= > and how much must be done separately? More to the point, how much =20 > remains to be done? The Real modularization part is yet to come... I should dig up one of =20= the roadmaps and probably check into into the documentation directory. Here's probably the closest thing we have ;) http://sourceforge.net/mailarchive/=20 forum.php?thread_id=3D1453618&forum_id=3D17900 I'm still trying to erase direct knowledge of Mac-isms from these main =20= game loops and so forth. It seems to be a step towards both modularity =20= and going cross-platform. Heh, going by those lists the next to work on would be sound =20 abstraction. > A rough order might be > Modularizing basic file capabilities > Modularizing basic display capabilities > Modularizing sound handling > Modularizing preferences > Modularizing gui > Modularizing game elements > Modularizing networking -Jeremy Parsons |