![]() ![]() ![]() This is still a work in progress project, but I figured since I’m tossing it on the workshop, I’ll just make a post about it. However, it leads to crashes sometimes when reloading the save. Headless server mode works with the capability to save the game. These saves are incompatible with the newly updated Mr. Have fun Team Stonehearth Share: Stonehearth Stream Luke and Max brainstorm about Design in 5 minutes Stonehearth - Radiant. SMP: Survival multiplayer - a game mode where you can join friends and other. saves made on unstable are not guaranteed to work between unstable. More details on headless mode will be put in later. Fixed mods synced when joining a multiplayer game remaining auto-enabled afterwards. Just dont be an ass.Īnd I state thats its best, not that its required.This mod will focuses mostly on headless server mode while enhancing some multiplayer capabilities. Given your response, is it safe to assume you have done networking for a game? Maybe you should provide some reasons as to why this won't be an issue instead of instigating conflict with such a condesending tone then? I would love to hear about your experiences adding networking to an existing finished game! Seriously, speak geek to me. It proves nothing so your opposition seems without reason. ![]() Problem is I dont know how they are going about things, and neither do you, making your issue with my comment more than a bit strange to me. It could very well be an insignificant difference in comparison if done right, I know. The only question is, how much work and that largely depends on the devs and how they go about things. That would be silly, as it is self evident. Starting from procedurally generated terrain with. You’ll need to establish a food supply, build shelter, defend your people, monitor their moods, and find a way to grow and expand, facing challenges at every step. Help a small group of settlers build a home for themselves in a forgotten land. And no, I wont provide you proof for that. Stonehearth - In Stonehearth, you pioneer a living world full of warmth, heroism, and mystery. Along with the things that no longer work because of the networking, or have to be redone several times over- all the waste from having had to write the game twice basically(little bit of an exaggeration, but gets the point across). What you should be asking me is, to write up some single player code, then show the differences after reworking it for networking. Creating work for yourself is creating more work, no matter which way you cut it. In Stonehearth, you pioneer a living world full of warmth, heroism, and mystery. This doesnt need mathematical proof, as it is just plain logic. If you are not structuring around the idea of multiplayer from the start, then you need to backtrack through all your code when you finally get around to it. So I am a bit concerned with your rather aggressive tone and completely random thesis statements, as it seems you are simply setting me up for a strawman for something that has nothing to do with what I said. ![]() I agree that there is alot of math in this, and I don't think anyone was claiming otherwise. I am not sure you understood my concern. What kind of math would you require? Timing the differences, lol? You want mathamatical proof on how having to backtrack thru all their work would increase workload? This doesnt make any sense to me, it would be fairly obvious that it would do so by the very nature of backtracking thru your own work and redo'ing everything. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |