| View previous topic :: View next topic |
| Author |
Message |
Lachu
Joined: 13 Oct 2007 Posts: 96
|
Posted: Thu Dec 11, 2008 7:53 am Post subject: Replay feature?? |
|
|
I'm not a C hardcoder, but i would like to know what you think about this replay solution:
- We save replay file name, number of records stored in it, long of file and hash of file[0:long] .
- Any replay file have stored information about last save game attached to that replay.
- If player loads old save, then we compare save file name and file name stored in replay file. We can also only check replay file long. If the information are different, we create new replay file.
- All replay files can included any other replay file at top. We can have tree, where parent can have many children.
Replay file should have many stream(different for different data) or maybe events may be ordered chronological ?
Probably we need central databases to stored replay/game data?? If yes, we have way to display all game tree(with many universe) in replay feature. We have also way to export/import all game files. Idea with database are dirty, but maybe is good.
This maybe was first think, what I send to rt. I hope may solution will be good(and simple).
|
|
| Back to top |
|
 |
Guest
|
Posted: Thu Dec 11, 2008 10:13 am Post subject: |
|
|
| It's should be moved to contribution.
|
|
| Back to top |
|
 |
book
Joined: 05 Jul 2006 Posts: 761
|
Posted: Thu Dec 11, 2008 1:08 pm Post subject: |
|
|
The problem with implementing a replay feature is finding the
right balance between including "useful" information in the replay,
and preventing the space requirements from spiralling out of
control.
Anyway if you have a patch or would like to discuss the design,
the bug tracker would be a better place to do so. Also check for
previous tickets, chances are someone has already thought of
your idea and may have posted some useful information about
the implementation.
|
|
| Back to top |
|
 |
guest Guest
|
Posted: Sat Jan 17, 2009 11:01 am Post subject: |
|
|
| I hope you figure out how to make replays work. It would be a great addition to the game.
|
|
| Back to top |
|
 |
Munk

Joined: 01 Dec 2008 Posts: 137 Location: The Universe
|
Posted: Sat Jan 17, 2009 1:20 pm Post subject: |
|
|
| guest wrote: | | I hope you figure out how to make replays work. It would be a great addition to the game. |
you mean a replay graphic like this?
_________________
My Freeciv Server |
|
| Back to top |
|
 |
guest Guest
|
Posted: Sat Jan 17, 2009 10:46 pm Post subject: |
|
|
| I didn't know freeciv could do that (obviously!). Actually, I mean a replay to be watched in the client, like WC3 replays, for example. But thinking again, this can be pretty boring. Perhaps some more graphics, like those from Age of Empires, showing technologies, units, population, etc... could be more useful and would give the same information as a replay but in a much more compact way.
|
|
| Back to top |
|
 |
Guest
|
Posted: Sun Jan 18, 2009 2:34 am Post subject: |
|
|
| This feature are using log file? It's very bad way of course, but it can be sufficient for many people.
|
|
| Back to top |
|
 |
Gorillaz
Joined: 05 Jan 2009 Posts: 215 Location: Behind you >=)
|
Posted: Sun Jan 18, 2009 5:47 am Post subject: |
|
|
| But, how will I know if is a settler, worker, destroyer or a troop?
|
|
| Back to top |
|
 |
markm
Joined: 17 May 2004 Posts: 369 Location: Halifax N.S. Canada
|
Posted: Sun Jan 18, 2009 6:15 am Post subject: |
|
|
Use a graphics format that permits per-pixel comments/fields so each pixel when clicked on can reference the specific portion of the specific savefile that led to inclusion of that pixel?
-MarkM-
|
|
| Back to top |
|
 |
Munk

Joined: 01 Dec 2008 Posts: 137 Location: The Universe
|
Posted: Sun Jan 18, 2009 7:49 am Post subject: |
|
|
| markm wrote: | Use a graphics format that permits per-pixel comments/fields so each pixel when clicked on can reference the specific portion of the specific savefile that led to inclusion of that pixel?
-MarkM- |
or simply draw slightly different 6x6 pixel icons for various sorts of units. My script differentiates between units and cities and can easily be modified to draw different icons for each kind of unit (given what differentiation can be expressed in 36 pixels).
Given that it's directly reading the savegame files, it could also easily be modified to generate running scores for each frame below the map, the same way it's generating the info line at the top. It's just a matter of adding lines to grab the relevant data and render it to the frame (or inserting that data into a database for rendering in other ways.)
_________________
My Freeciv Server |
|
| Back to top |
|
 |
book
Joined: 05 Jul 2006 Posts: 761
|
Posted: Sun Jan 18, 2009 1:27 pm Post subject: |
|
|
Client side replay could be implemented by having the server
store extra data at the end of each turn. This data would be a
summary of the turn, for example a simplified representation of
the map (like the above image), and a set of data points about
some player attributes (e.g. population, science, gold, etc.) that
can later be assembled into a graph. At then end of a game,
clients could request this information from the server, and make
the graphs/animated images/etc in an approriate gui element.
|
|
| Back to top |
|
 |
Gorillaz
Joined: 05 Jan 2009 Posts: 215 Location: Behind you >=)
|
Posted: Sun Jan 18, 2009 2:49 pm Post subject: |
|
|
When will you add add the traderoutes lines (like warclient) to the freeciv client, c'mon that will make easier the game!
|
|
| Back to top |
|
 |
book
Joined: 05 Jul 2006 Posts: 761
|
Posted: Sun Jan 18, 2009 3:24 pm Post subject: |
|
|
Ok ok... I'll make the patch. The thing is though, since it is a
feature I'm not sure it will be allowed into 2.1 (only bugfixes). I
guess I could spin the description as a "bugfix for the interface".
|
|
| Back to top |
|
 |
markm
Joined: 17 May 2004 Posts: 369 Location: Halifax N.S. Canada
|
Posted: Sun Jan 18, 2009 4:10 pm Post subject: |
|
|
Yeah but suppose not only that that works but you get exp for it? I'm not sure we want veteran spindoctors working on bugfixes (except to the spindoctor-tech code of course)...
-MarkM-
|
|
| Back to top |
|
 |
book
Joined: 05 Jul 2006 Posts: 761
|
Posted: Sun Jan 18, 2009 8:26 pm Post subject: |
|
|
| book wrote: | Ok ok... I'll make the patch. The thing is though, since it is a
feature I'm not sure it will be allowed into 2.1 (only bugfixes). I
guess I could spin the description as a "bugfix for the interface".  |
Well I made the patches, they are here:
http://bugs.freeciv.org/Ticket/Display.html?id=40667
http://bugs.freeciv.org/Ticket/Display.html?id=40668
with the first being for 2.2 only, and the second a minimal 2.1
backport (because it would be time-consuming and annoying to
re-implement 40447 for 2.1).
If no bugs are found no devs complain about 40668, then I
suppose it could be in 2.1.9.
Attached are some screenshots from 2.2.
Perhaps the green color could be replaced with something
more contrasting...
| Description: |
|
| Filesize: |
246.34 KB |
| Viewed: |
382 Time(s) |

|
| Description: |
|
| Filesize: |
202.05 KB |
| Viewed: |
382 Time(s) |

|
|
|
| Back to top |
|
 |
|