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Improving savegames

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Knightmare

Posts: 38

Joined: Thu Feb 09, 2012 1:55 am

Post Wed May 23, 2012 3:20 am

Re: Improving savegames

Quake2 handles things like the sky, statusbar, etc via configstrings. They're sent from server to client on connecting, and are saved for each level in a hub in a separate .sv2 file. Because fog could be different for each player based on location (trigger_fog in the Lazarus mod), and configstrings are global for all players, I just added a svc_fog servercommand. Fog values from trigger_fog and target_fog are re-sent when a savegame is loaded (as the game module is re-loaded, and the last fog state values are initialized).

This .sv2 file is usually mostly 0's, and became quite large due to KMQ2's extended limits (which meant more configstrings). So I changed the save code to zip it with the corresponding .sav file for each map, making them about 90-95% smaller. Hubs now save faster, because it's not copying a bunch of bloated .sav and .sv2 files from the working folder to the destination save folder.
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mankrip

User avatar

Posts: 498

Joined: Fri Jul 04, 2008 3:02 am

Post Mon Oct 15, 2012 4:04 am

Re: Improving savegames

I've updated the first post with a tutorial on how to fix the serverflags issue.
Thinking with slipgates.
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Makaqu engine blog / website.
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