save game feature available?
GameBoy
30 Aug 2003, 02:15I could of missed it, and i havent really had time to go through the readme, being the lazy ass that i am. But for MP quest games, does the newer version of questnet support the save game feature where players can log into their character from where they left off?
I think Im Dead
30 Aug 2003, 22:41I think you mean save game feature(I guess it can be called whatever though, ain't a thang). Um, this sort of thing, saving character progress/changes/etc isn't a QuestNet issue but a coding issue. You can easily code a way to save characters progress and information and such, BUT, what isn't yet implemented is a way to make the server save changes to the file that runs the game(it wouldn't really be the same file, Alex has mentioned that he plans on using a process similar to the qsg*right?* files that are used for single player games).
SO BASICALLY... You can save all the progress, and everything people do in your game for as long as you want. You could have a completely persistent world, but as soon as you close QuestNet Server, everything would be gone(the file would be exactly the same as it originally was coded, no changes).
This is the only reason I don't have a persistent world going(I used to rape my bandwidth, but now that's not an issue).
P.S. I would REALLY, REALLY love to host a persistent world for these forums(ie; the users/developers). I think about doing it constantly, just a small city, mobs to hunt, basic character progression(levels, skills, spells, crafting... all simplistic but open) in an OOC(out of character) context, but I doubt many people would use or enjoy it(I could make it enjoyable, but you know what I mean). Eh, maybe I'll post about it seperately, if it gets a good response I could work on it, if people are enthusiastic we may even be able to convince Alex to develop a beta build with a greater than 3 limitation(for only this use), OR, to figure a way to host a build like that for this little community or whatever.
SO BASICALLY... You can save all the progress, and everything people do in your game for as long as you want. You could have a completely persistent world, but as soon as you close QuestNet Server, everything would be gone(the file would be exactly the same as it originally was coded, no changes).
This is the only reason I don't have a persistent world going(I used to rape my bandwidth, but now that's not an issue).
P.S. I would REALLY, REALLY love to host a persistent world for these forums(ie; the users/developers). I think about doing it constantly, just a small city, mobs to hunt, basic character progression(levels, skills, spells, crafting... all simplistic but open) in an OOC(out of character) context, but I doubt many people would use or enjoy it(I could make it enjoyable, but you know what I mean). Eh, maybe I'll post about it seperately, if it gets a good response I could work on it, if people are enthusiastic we may even be able to convince Alex to develop a beta build with a greater than 3 limitation(for only this use), OR, to figure a way to host a build like that for this little community or whatever.
GameBoy
31 Aug 2003, 00:37im all with you on that, quest has inspired me in text-based MuDs, which is why i started on Feudal Online, but lacking the knowledge in VB, and having to find coders made it difficult to develop, so im really looking at quest to try and help me get this. the 3 person limitation is quite annoying, lol, but i would gladfully pay for a full version as soon as its out, i think all we need now is better server options, the save game feature where, if the server shuts down, everything that has been changed in-game is saved, or stored into a seperate file, each time, and the ability to have more players connect. also, router problems, nobody can connect to me because the router blocks IPs coming in from ports, so it has to be a certain port people will connect to, that can be a bitch, but ill get round it. with only a few more implimentations, and alot of ITID's great work in ASL, we can have a strong community game, which i cant wait to see.
paul_one
05 Oct 2003, 19:15Well - it's not impossible to SAVE the details to a file using the current Qnet server since you just write your OWN program, pass it stuff using QuestNet and it would add it to a seperate file... The only prob is loading it up...
--Computer Whizz--
==From the downstairs computer==
--Computer Whizz--
==From the downstairs computer==