RecursiveHarmony
I'm working on a co-op campaign project. I thought it would be good to get a couple opinions from the fan base. Also i have a couple questions. Let's start with a little info about the project. It'll be a single party one, one player is the leader (server), and the other players will be his companions (clients). There will be an external application (app) written in c# handles communication with the game by http messages and communicates with each other by tcp messages. Battles will be done with Battle Time (It doesn't seem possible to fully synchronize single player battles so i don't think there' s any better solution out there). So far what i managed to create are: server creates the game in the app, clients join, everybody starts their games and creates their characters and do that back alley mission with the merchant, i kept it for nostalgia
, on the map screen when server moves other players moves too (only moving and its a little bit inaccurate for the time being). For now, that's kinda the whole stuff and i think you get the general idea, so let's get to the point, the questions.
- First thing is, as asked in the poll, how many people you play with. There will be some hardcoded stuff with the player count such as player troops in troops.txt etc, so i think deciding on a number is good beforehand.
- Is Battle Time boring? I mean quitting and loading games. I never played that mod.
- Are str,int and pos registers thread-safe?
- Is there any list about those registers which one is used for what by the game engine?
- What is the timeout for http messages sent by send_message_to_url operation?
- And their results are received by script_game_receive_url_response, is this script thread safe?
- Finally, pos registers use three vectors (coordinate, rotation and scale), do all of them needed to give parties moving orders?
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