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Thread: RadQuake

                  
   
  1. #11
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    Default Re: RadQuake

    I have quick saves working. They don't require a VMU, and they aren't permenant. As soon as you turn the Dreamcast off, you lose the save. However, they save pretty much instantly, and load no slower than starting a new level. I still need to add compression to those, probably using zlib.

    Personally, I don't think using the standard Quake save system is a very good idea, because we're saving the position and state of every entity in the level. No other console game does that, and that's what quick saves are for anyway. A better approach would be to save the level, the player state, anything else that's persistent between levels, and any console variables which have been marked to save. The save games will get much smaller, possibly down to only a couple of blocks with compression, and you can change the interface a bit to make it more like a console game. For example, you could tie the game save system into the intermission, so it saves the game just before you enter a level, just like a commercial game.

  2. #12
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    Default Re: RadQuake

    So is actual saving and quick saving both working?

  3. #13
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    Default Re: RadQuake

    VMU saving is working in RADQuake by the sound of it. Quick saving is working in nxQuake, but I've not started on VMU saving. I really need to modify the saving code to use zlib first. Once I've done that, all I need to do is save to the ramdisk, then write it out to the VMU with a VMU header attached to it.

  4. #14
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    Default Re: RadQuake

    IS there co-op mode on RADquake? its the only way to play fpss on a console. Or will it never be possible, due to having to draw 2 screens at once?

  5. #15
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    Default Re: RadQuake

    No, there isn't. It's possible, but requires quite a lot of modification to Quake itself. In theory, you can just connect multiple clients to the same server, and render each client's display in a different part of the screen. In practice, Quake was written with the assumption that each copy of Quake can only have one client running in it at a time, so you'd have to change a hell of a lot.

    It'd be easier on a PC, actually. You just start two/three/four separate processes and connect them all to the same server.

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