Handling of MML/Lua resources in network games and save files #24
Labels
difficulty: normal
Will require careful planning and testing.
type: enhancement
New feature or request
Aleph One/Bet does not save the contents of the original OS’ resource fork in saved games, nor does it bother transmitting them over network games. This poses problems in certain cases, especially but not exclusively for embedded TEXT resources. This is a problem for several reasons, and I would like Aleph Bet to handle it less clumsily.
Currently, there is only one way to reuse the same script file within multiple levels that works on all three major operating systems, other than literally copying it to the directory of each map that uses it (and repeating this every single time it’s changed): embed it as a TEXT resource. (Aside 1: This is a major flaw with Atque that we should take a look at fixing. AFAIK, it can use hard links on MacOS and Linux, but not Windows, and cannot use symlinks on any OS.)
The problems here should be obvious, chief among them:
My solution is very simple: I’d like Aleph Bet to save all TEXT resources (or at the very least, all TEXT resources called as either MML or Lua scripts) in saved games and to transmit them over the network. The former of these, at least, should be a relatively easy fix; the latter may be worth holding off until Netzspieldämmerung, depending on how complicated it would be to implement it independently. (It may be as simple as “only transmit TEXT resources if all players are using Aleph Bet.”)
(I can see a potential case for adding a setting for how to handle other parts of the resource fork (snd, CLUT, PICT, etc.), but I strongly support treating embedded MML/Lua scripts as a special case and always saving or transmitting them.)
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