From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 11141 invoked by alias); 1 Dec 2003 01:52:06 -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 10926 invoked from network); 1 Dec 2003 01:52:06 -0000 Received: from unknown (HELO smtp10.hy.skanova.net) (195.67.199.143) by sources.redhat.com with SMTP; 1 Dec 2003 01:52:06 -0000 Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp10.hy.skanova.net (8.12.10/8.12.10) with ESMTP id hB11q496010872 for ; Mon, 1 Dec 2003 02:52:05 +0100 (CET) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Mon, 01 Dec 2003 22:14:00 -0000 To: xconq7@sources.redhat.com From: Hans Ronne Subject: Re: Save/restore of network games now possible X-SW-Source: 2003/txt/msg00932.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. In fact, a client can also save the game, and anybody can become the new master by hosting the next round. The important thing is that everybody use the same saved game file and that it is in the same location (the lib folder) on all computers. If you end up with different sides assigned compared to the original game, just use the Exchange button to reorder the side/player list. Sides are assigned in the order that clients connect to the new game. Hans