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Bug #72

Loading a savegame kicks all clients

Added by tolwyn over 21 years ago. Updated about 12 years ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
-
Target version:
-
Start date:
2003-06-16
% Done:

100%


Description

The save-game from the server should contain the 'n'
player id. Somehow, clients, connecting in order
(remember Quake2), should be able to "spawn" in their
slot in loaded saved games.

This was possible in Doom...

sersetup -nodes 2 -loadgame 0

Perhaps with, at the command line, once connected:

serverloadgame 'n'

Or just have the game know that it's in a multiplayer
game, and the loadgame command works appropriately.

Labels: Multiplayer

History

#1 Updated by tolwyn over 21 years ago

Logged In: YES
user_id=616016

To better summarize:

2 Players are playing Coop.
Server machine (non-dedicated) saves games.
Try to load savegame while still connected simply disconnects
clients.

On client reconnect, his gamestate is "reset." And he doesn't
spawn in his player start. He also sees the server as standard
grey marine, regardless of custom player settings, etc.

#2 Updated by skyjake over 21 years ago

Logged In: YES
user_id=717323

I have now tested savegames in 1.7.11/net2 and things
seem to be working. Could it be that the client was using
the same player ID as the server? (A copied installation?)

#3 Updated by skyjake over 21 years ago

(originally posted by anonymous SF.net user)

Logged In: NO

Yes. Doomsday was re-packaged for a friend without access.
The client.id files created by Doomsday were identical
between the two clients.

This will make loading/saving netgames not possible.

This can be closed!

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