Jump to content


Support AlexB!

Member Since 16 Dec 2016
Offline Last Active Dec 18 2016 10:42 AM

#1043290 An explanation to why there was no Save/Load function in Mental Omega

Posted by Support AlexB! on 17 December 2016 - 03:03 AM

A checkpoint system would have the same problem: when you hit the checkpoint, all objects and their relations need to be captured. You can't defer creating such a checkpoint until it's more convenient. That is, no fancy complicated things like active Lightning Storms, no units sparking, no units having any AttachEffect, and so on. Such a game situation is atypical. After the mission starts, entropy increases. It only goes down if you approach the end and all units and structures are destroyed, but it will never become zero again.

Also, you can't reasonably detect a good time for such a checkpoint. If the game would check every frame whether it is safe to save, then, whenever you would try to save a game (or auto-save is triggered), the game would just start to lag badly until the end of the game, because it takes that long to find out, and it just won't happen anyhow.

It's not like I haven't thought about all this for years, and there has been hidden progress, though kinda not during the last two years. I know what's missing, but the problem is the motivation: for whom, and why? It's the same thing that stopped me working on Ares two years ago, and the same thing that put me on hiatus for the last six months. Only few people care, so why invest time?

Good examples in C&C where even WW (mind: with access to the source code) messed up:
- In TD, when Nod fires a nuke at you, save and load. It won't impact then.
- Saving and loading restores the initial Tiberium and ore on the map, and even resets it to grow again.
- Crates aren't saved, which can be surprising in campaign missions, if the crates are important.

Hi. My account may be new, but Red Alert 2 has been my passion since I was about ten. And nowadays it is one of the only few things that gives my life meaning. I have followed your work for a long time and if I were smarter, I would gladly help you with coding for Ares.
 
People that criticize you and are ignorant of your hard work; try not to take it personal as you have no obligations to them and they forget that you do this for free and for fun (when it used to be).
 
As for time frames; if motivation lacks, I recommend only to work on it when you feel it is worth doing and also for us that support you (even though you owe us nothing :) ).
 
As for the gratitude part from the community I recommend something like that most relevant videos that the MO team uploads may include an Ares banner and a disclaimer that says something like 'Ares version X.Y: made possible by AlexB' or the like (in the video), so a greater audience can notice your contributions since these have made that project possible past version 2.0.
 
While I hope to one day see Yuri's Revenge with functionality like e.g. more bridge tiles, the most important thing for me is the hope to one day get there, even more so than the functionality itself.
So I implore you; even if it is entirely in your right and perfectly understandable, please do not kill off this project. Rather take a long pause instead to make the criticizers realize how important your work is rather than letting it die. Please.
 
Even if it does not mean much, I still humbly thank you for your contributions to make Yuri's Revenge a more perfect game.
This said, I wish you in advance, a marry Christmas and a happy new year!