The whole savegame/loadgame system is being overhauled. I'm removing the limit on the number of save games you can have, removing the restriction on file names (I intend to allow any legal file name, including spaces!), and adding in a scrolling listbox (which is proving enormous and genuine - non-sarcastic-here - fun to work out the logic for) to display the savegames, together with Time/Secrets/Kills/Skill info, hopefully also save time (in your local time format), and a mapshot in the background of the menu.
So far I have the save game file scanning and storing completed, and am starting to get into the display code. I could steal it from elsewhere, but where would be the fun in that?
I forgot to mention that I also converted the project from Visual Studio 2003 to Visual C++ 2008 Express. I had the 2003 project set up so that it would convert to 2008 without any errors, but had a runtime crash with it. I fixed that recently, so I was able to complete the conversion. This is doubly nice, as you can now compile MHQuake yourself without having to pay any money for a development system, and you don't have the headaches of setting up 2005 Express to work with Win 32.
Friday, January 25, 2008
Currently working on...
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12:23 AM
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1 comments:
The Makaqu engine already has some of these features in its savegame system:
- removing the limit on the number of save games you can have (it supports up to 100 saves, which should be enough for anyone)
- adding in a scrolling listbox to display the savegames
- Time/Secrets/Kills/Skill info
It also has several other features, and fixes a bug in the savegame file format. Maybe you could use something from it.
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