Bug #27
jHexen server doesn't restore maps in hub
Description
Going from map02 to the icy place works fine, but
coming back restarts map02: Korax speaks, doors
are closed. The server should load the map from
the savegame written earlier.
Labels: jHexen Multiplayer
History
#1 Updated by skyjake over 21 years ago
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There are way too many things going wrong with
multiplayer games in jHexen. Fixing the messy code
might not be worth the trouble.
#2 Updated by skyjake over 21 years ago
(originally posted by anonymous SF.net user)
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>There are way too many things going wrong with
>multiplayer games in jHexen. Fixing the messy code
>might not be worth the trouble.
WTF?! How can you say "... might not be worth the
trouble." ?? SUGGESTION: Make the server save each map's
state when exiting, and when reentering the same map reload
that state and apply it to the map in question. The map state
would be stored with some sort of safety lock that wouldn't
allow the state to load when entering that map in a new
game. Perhaps applying some type of "Game IDs" that would
be stored in the savegames.
#3 Updated by carlos_ed over 21 years ago
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Ooops... sorry about that! Forgot to Log IN... bellow message
is mine. ;)
#4 Updated by skyjake over 21 years ago
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>Fixing the messy code might not be worth the trouble.
OK, I was only half serious when I said that. (I had been
debugging it and it seemed quite hopeless.) The things you
suggested are already being done, and should be working.
After all, much of the multiplayer code in the jHexen dll is
from the original Hexen. However, due to the numerous
changes and the client/server implementation (which is a bit
kludgy at the moment) things are not working like they
should, and the reasons are complicated or hard to find.
It is my intention to see these issues fixed.
#5 Updated by skyjake over 21 years ago
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Polyobj destAngles were not set when server loaded the
old state of the map from disk.
DDMF-flags that were set only in P_SpawnMobj
(dontdraw, solid) weren't restored when map was loaded.
Now RestoreMobj (sv_save.c) sets the correct flags.
#6 Updated by skyjake over 21 years ago
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In deathmatch, the maps aren't even supposed to be
restored.