![]() The next day, I pick it back up with 2 people I was playing with last night, and one new player to fill the empty slot. On top of that, say I get a save on C1 and log off for the night. Player location, booster status, door health, which enemies are dead, enemy locations for awake enemies/scouts, what lockers are open, what parts of the map are revealed. In there you'll find the game's logs, and the very first thing the game does when you start a map (assuming you're hosting) is roll some seeds:Ġ0:21:11.858 - SerialGenerator GENERATE! ed: 1126098629 ![]() Hell, it already is saved.Ĭ:\Users\AppData\LocalLow\10 Chambers Collective\GTFO If this were to be expanded on to act as a full-on save game, chances are that a large amount of that complicated information in memory would need to be converted into a format that can be stored on disk to recreate matches from checkpoints after they have been closed.Īgain, this is just speculation, we'd need some kind of dev confirmation as to how difficult it would be to convert checkpoints into save games, my impression is just that it would take a lot of effort to fully implement. If I had to guess as to how checkpoints work (and I expect host migration relies on similar mechanisms), there's probably a lot of complicated information about the game's state that is held in memory while a match is active, while checkpoints themselves only need to track a handful of items that need to be reset to a particular state when that checkpoint is loaded. I'm almost certain that the main reason this isn't a thing already is that saving game states to load later after a match is closed, definitely after the game is closed, is very technically challenging. What is this replying to? I haven't seen anyone make the argument that we shouldn't be allowed to load save games at checkpoints.
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