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Full rework of pre-game interface and networking
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
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@@ -20,6 +20,11 @@ GENERAL:
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- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
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- DESTRUCTION - creature ability for killing extra units after hit, configurable
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MULTIPLAYER:
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* Loading support. Save from single client could be used to load all clients.
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* Restart support. All clients will restart together on same server.
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* Hotseat mixed with network game. Multiple colors can be controlled by each client.
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SPELLS:
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* Implemented cumulative effects for spells
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