Changes between Version 2 and Version 3 of Ticket #52, comment 33


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Timestamp:
Jun 21, 2014, 3:33:10 PM (10 years ago)
Author:
Yves

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  • Ticket #52, comment 33

    v2 v3  
    88||Multiplayer/Singleplayer compatibility||Some missions are meant for multiplayer and others not. This starts getting a real issue with triggers. Some mission scripts might be completely untested and broken for multiplayer games, others just aren't meant for that conceptually. The same applies the other way around (missions meant for multiplayer not working well in singleplayer), especially because the AI might not understand special victory conditions and behave completely stupid from that point of view. Other missions might work well for both multiplayer and singleplayer missions. Suggestion: IMO this should not be solved with map keywords (at least not how they work currently). Incompatible maps should not be shown at all on the gamesetup screen. I think we need to add another property to the map JSON data that defines if the map is compatible with singleplayer and multiplayer. This needs to be checked on the gamesetup screen and only supported maps should be displayed.||General||TODO||
    99||clone the data to be sure it's only modified locally (comment in Trigger.js)||This way of cloning only works for non-object properties like strings or numbers (check the example below).||Trigger System||TODO||
     10||RegisterTriggerPoint, RemoveTriggerPoint error handling||It would be nice to ensure some assumptions like that a trigger point doesn't get added twice or removed when it's not in the triggerPoints array. You check if it's not in the array and just return in this case. However, as far as I understand this should never happen in practice and if it still happens, there's an issue somewhere. IMO it's generally better to reveal such issues by printing an error. It might be worth considering the use of a set instead of an array (because sets are meant to contain UNIQUE elements) but on the other hand they are not stable in the spec and we didn't want to use them too often.||Trigger System||TODO||
     11||Simulation2.cpp: LOGMESSAGE||Use %hs instead of %s for char*||Trigger System||TODO||
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