|
|
No level_load for session_open and session_connect
#373361
06/09/11 17:57
06/09/11 17:57
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
|
OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
Since this question was never answered in the other thread, I'm asking again:
I can understand requiring a new level_load to keep everything in sync, but when dplay_entrate = -1, and we're doing all updates manually through send_data, it'd be really nice if we could set a variable so that session_ functions didn't clear out the level.
It's getting really annoying to use level_load(NULL) all the time when I really don't have anything to load, and having all my entities removed from the level when it really doesn't seem like it should be necessary.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
Re: No level_load for session_open and session_connect
[Re: jcl]
#373500
06/10/11 16:17
06/10/11 16:17
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
|
OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
session_ functions (not session_open -- my mistake, but session_connect and session_close) remove everything and force me to use another level_load.
This is annoying, because it means I have to reset all global pointers, regenerate the level, and go through quite a bit of effort to get back to the state I was prior to leaving.
In the other thread where I initially asked the question, I brought up the example of Burnout Paradise where a player could be driving along in the big world and join someone else's game without interrupting the game flow at all -- as soon as they were connected, their cars were just placed in the players world. No level loads or anything.
It'd be really nice to be able to do this in GS. I don't know why we're forced to level_load, but I guessed it would have to do with the automatic entity synchronisation of the engine -- some GS users don't use this synchronisation at all, though, and do all communication through custom data packets.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
Re: No level_load for session_open and session_connect
[Re: Tobias]
#373579
06/11/11 10:06
06/11/11 10:06
|
Joined: Apr 2008
Posts: 650
Sajeth
User
|
User
Joined: Apr 2008
Posts: 650
|
Thats not what Julz said at all, he was talking about how session_connect/session_close removes everything.
Teleschrott-Fan.
|
|
|
Re: No level_load for session_open and session_connect
[Re: Tobias]
#373585
06/11/11 10:39
06/11/11 10:39
|
Joined: Apr 2008
Posts: 650
Sajeth
User
|
User
Joined: Apr 2008
Posts: 650
|
My bad, just tested it and it indeed is not removing anything. Now it would be interesting to hear what exactly is happening with Julz' level...
Teleschrott-Fan.
|
|
|
Re: No level_load for session_open and session_connect
[Re: Tobias]
#373621
06/11/11 13:58
06/11/11 13:58
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
|
OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
That's odd. The manual says: "After switching from normal to client mode with a loaded level, the level must be loaded anew." Also, I remember being forced to because everything was cleared out when I didn't use level_load, and I'd get an error complaining that there was no level. Today I commented out the level_load after joining a session and tested it. I started a server, started a client, joined the server from the client, and the level went black and I got this error: Malfunction W1517 on_client_event - no level! So I'm very surprised about the confusion here. (And confused, given Sajeth didn't need a level_load) Jibb
Last edited by JulzMighty; 06/11/11 14:11.
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
Re: No level_load for session_open and session_connect
[Re: Tobias]
#373652
06/11/11 17:49
06/11/11 17:49
|
Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
|
OP
Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
|
But a level is already loaded (kind of -- level_load(NULL), near the beginning of main()) -- and the only level_loads I ever do are "level_load(NULL)", so it can only be an issue if the level is somehow being cleared and removed.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
|
|
|
|