From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 21612 invoked by alias); 1 Dec 2003 01:38:32 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 21603 invoked from network); 1 Dec 2003 01:38:31 -0000 Received: from unknown (HELO smtp14.fre.skanova.net) (195.67.227.31) by sources.redhat.com with SMTP; 1 Dec 2003 01:38:31 -0000 Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp14.fre.skanova.net (8.12.10/8.12.10) with ESMTP id hB11cTMT029047 for ; Mon, 1 Dec 2003 02:38:30 +0100 (CET) X-Sender: u22611592@m1.226.comhem.se Message-Id: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Mon, 01 Dec 2003 01:52:00 -0000 To: xconq7@sources.redhat.com From: Hans Ronne Subject: Save/restore of network games now possible X-SW-Source: 2003/txt/msg00931.txt.bz2 I have checked in code that makes it possible to save and restore Xconq network games with two or several players, including AIs. Here is how it works: 1. The master saves the game. 2. The master emails it to all clients. 3. Everybody puts the saved game in the lib folder. 4. The master hosts a new game. 5. When everybody has connected, he opens the saved game. If there are less players than in the original game, they will be replaced by AIs. If there are more human players, they will take the place of any extra AI players, if available. I plan to make saving automatic on the clients when the master saves his game so that we can do without emails. The restriction that saved games have to be in the lib folder will be removed when we have a default location for them on all platforms, something that I am working on. Hans P.S. Since we still have desync problems with the standard game (and in fact any game with more than one continent) I recommend that you test this on the advances game.