Bug #72
Loading a savegame kicks all clients
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 22 years ago
    Updated by tolwyn over 22 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 22 years ago
    Updated by skyjake over 22 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 22 years ago
    Updated by skyjake over 22 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!