Thursday, April 12, 2012

[REL FA] Multiplayer Save Mod (Beta)

[:1]This thread is for discussion of the Multiplayer Save mod. This mod implements something that people have been asking for, well, forever.



Although I'm leaving the community this will be my parting gift. I am talking to people who may be interested in maintaining it when I go.



The mod is quite thorough in what it saves, but as you may suspect it is not 100% accurate.



What it does:



* Restores the position and orientation of every game unit.

* Restores the order/task currently being executed.

* Restores the unit state (health, veterancy, ammo, build percent and more).

* Saves current target.

* Restores units to transport hooks.

* Restores army economy.

* Restores map features (except trees)



What it doesn't do:



* Integrate with lobby (all players must join a fresh game first)

* Save projectiles (though nukes are refunded)

* Save decals

* Save order queues (only the order being executed is restored).



How to use:



1.) Download and run Mod Support Patch

2.) Install Multiplayer Save FA from vault or website

3.) There will now be Save/Load options in the game menu. To restore a game you must start a NEW game with the same map, options and players and then use Load from the menu. The host should do the load.



If you're interested in adopting this mod please PM me.|||What do you mean by "nukes are refunded"? Are they placed back into the silos, or turned back into resources?





How are the save files compatible with mods? Unit mods are tricky, but what about mods such as terrain deform or unitveterancy?



Sounds like rather than saving the exact events, this mod instead saves the game as a sort of prebuilt scenario. Like a map. If that is the case, this has the potential to be one of the most powerful map editors out there!|||Woah. I guess some guys will totally freak out when they hear this :D|||Awesome!|||Bobucles|||How do you write something into a file with lua? Is there some kind of command or did you have to write a new programm?|||I strip the data down into a compact string and stuff it into the users prefs file as a 'virtual file'. It's ugly but it works.|||Wow, impressive. I definitely need to support this in my mod.|||I am really interested to see how this effects performance if you save a game that is running really badly and then load it.





Maybe this will be some of fix to the slowdown issue! :P|||spliff|||Spliff is just finishing something up I believe.|||What is the current status of this MOD?



Thanks for the hard work!|||spliff|||Nice|||I've released the mod for testing. Details are in the first post.



There is a known bug with this version that it crashes supcom on some large games. I still haven't figured out the exact cause so save regularly and let me know if you figure it out. It may be a specific unit or just the number of units or something else.



I really want to test this online but it's hard to find testers. If interested please IM me using one of the buttons below.|||My friends and I tested it a bit without success, unfortunately. We played a 4 person free for all, on a 10x10 map. At about 45 mins in we tried saving, and it crashed the game for everybody.



We tried testing it a bit in a small game on sentry point. Saving right after the start didn't have a problem. Saving at about 15 minutes in crashed the game.



We also tried loading that first save file, but got an error, something like expected virtual data not found.



If we can all test this and get it working, it will save FA for us. Haha. Pun.



A question: When you hit save, it doesn't ever seem to stop saving, that is to say the "saving" screen wouldn't go away. It seemed to me the process shouldn't take too long right at the beginning. We waited about 1 full minute, then my buddy unpaused the game. Game continued just fine, but as I said above, crashed on the next save.|||Gryphyn|||Whoa!



...



If this works, you win the Internet.



I'll post back here in a week after my group and I have played a few games of FA.



Thanks a bunch!|||Highflyer, you seem depressed by the words of others. I understand that being superior can eventually become a burden. Perhaps I can help:



http://ezinearticles.com/?Hypnotherapy, ... id=1510805|||I've updated the vault to v0.2 which fixes the host getting stuck on save screen. Anyone currently testing should upgrade.|||I've found the cause of the crash. The game doesn't like saving shield units. I'm looking into why now but in the meantime don't build shields if you're testing v0.2|||Quote:|||Just the same number of players. Units are sent from the player loading the game across the network so only the player who saved the game needs the save data. Despite that the data is saved on every machine which means any player from the original game can restore it.



At the moment the player faction isn't restored so players need to set that in the lobby before loading.



Those playing attention will realise that players could abuse this to sneak a peak at the game state but I don't have any plans to prevent that. You really need to trust the people you play.



In the future if development continues on this mod the system could be changed to only save on the host or just save your army + civilians (so you would need the same players to continue).|||I'm willing to bet that most folks using this mod are playing with friends, so peeking wouldn't be as much of a problem.



I would leave it as saving everything across all the computers, as this allows more flexibility in the end.



I am interested to try saving after one of the people crashes (or is disconnected due to internet issues), but before their units all explode. Would it be possible for the game to be quickly paused and saved by one of the other members? Then that person hosts the re-game, and everyone loads back in and away they go.



If the crash is caused by memory problems (I didn't think this was an issue much anymore though), it seems as though this wouldn't work; the game would just get stuck again shortly after reloading.



Since you only need the same number of players, would it be possible when reloading to switch a human and an AI player? Example: Playing with a group of friends, and one friend needs to leave. Save the game, then reload with everyone else and an AI in that friend's spot?



I don't know the cause, but maybe the shield issue could be solved by turning off all shields during the save.|||I don't think saving after a crash will work because it requires a sim message to be sent to all machines. If a player goes offline and stops responding to messages then the other machines might not advance the sim and perform the save. If they do though this could work. I thought a player crash usually resulted in the sim being paused with a message to kick the player.



Multiplayer save will give units to AI but the original GPG AI was incapable of playing if it was given t2 mexes (it would stop at t1 because because it couldnt find any mexes to upgrade). This may have been fixed but the main issue now is that AI expects its units to be grouped into platoons and the load doesn't restore platoons. This will require a fix for the AI that automatically adds all units to the main 'pool' platoon and some units like commanders, engineers and transports to special builder and transport platoons. If not the AI will do nothing with its units.



I don't really plan to write these fixes but maybe sorian or duncane could add the required behaviour to their AIs (if they even have these issues).

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