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Re: [Enigma-devel] Re: Newly ordered levels
From: |
Tacvek |
Subject: |
Re: [Enigma-devel] Re: Newly ordered levels |
Date: |
Mon, 6 Mar 2006 23:12:46 -0500 |
----- Original Message -----
From: "Ronald Lamprecht" <address@hidden>
To: "Erich Schubert" <address@hidden>
Cc: <address@hidden>
Sent: Monday, March 06, 2006 3:49 PM
Subject: Re: [Enigma-devel] Re: Newly ordered levels
For a future network 2-player game option it will be essential that both
players use compatible game engines and level versions.
really?
AIUI there wold not be a need for the levels to be in sync. This is because
the way the
server-client split was designed, only one of the the two would be running
the underlying engine.
The other player would be running just the client end of Enigma, which would
be sending information about input to the server,
and displaying images/playing sounds when the server commands it to.
If that model is kept then it would be entirely possible to be playing
levels that are part of a levelset you do not have locally.
(The other player would be the server).
But there is no disputing that the main nigma executable would need
compatability.
- [Enigma-devel] Newly ordered levels, Andreas Lochmann, 2006/03/02
- Message not available
- Re: [Enigma-devel] Re: Newly ordered levels, Andreas Lochmann, 2006/03/03
- Re: [Enigma-devel] Re: Newly ordered levels, Erich Schubert, 2006/03/03
- Re: [Enigma-devel] Re: Newly ordered levels, Ronald Lamprecht, 2006/03/04
- Re: [Enigma-devel] Re: Newly ordered levels, Erich Schubert, 2006/03/04
- Re: [Enigma-devel] Re: Newly ordered levels, Ronald Lamprecht, 2006/03/06
- Re: [Enigma-devel] Re: Newly ordered levels,
Tacvek <=
- Re: [Enigma-devel] Re: Newly ordered levels, Ronald Lamprecht, 2006/03/14