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Sloc and spawn commands help you quickly build things in public games, or in games with a large friend base which is on at different times and may not even fit in one game.


Dr.Panda wrote:Okay think about it this way before you say anything more.
If we were to have a working save/load code feature the first scenario is that we might get like 4 people that have picked the same spot to build in before saving in a previous game. Thus there will be a conflict of wtf to do after the four of them all load their code anyway.
Dr.Panda wrote:Second scenario, the save/load feature allows people to continuously add on to what they have produced in previous games. So they could very easily spend a good hour each day for the next 10 days building shit EVERY where in the map, and then once he loads it, along with everyone else's shit the game might as well explode. My point being that if there were to be a save/load code system that allows you to infinitely make shit and add it on to what you have, eventually the game won't sustain it anymore.
Dr.Panda wrote:Third scenario, this feature wouldn't be smart, why? Cuz then any retarded noob that knows how to crash can, host a private game, and spawn 01 illidan, type level 10, type 'permanentinvisibility, and then save it. Then load it in a different SotDRP and crash every time, despite the level caps, cuz if you do a save/load code, those level/stat caps won't matter shit.
Dr.Panda wrote:Lastly, there would have to be many many tests to make damn sure it is flawless. For example wtf would happen if you were to soul gem a hero, and save? Will that captured hero be remembered? And what of units and heroes being transported in another hero or unit? And another thing, the save and load codes should only work in the same map which they were saved in, cuz what if 1.04 mtns has something that 1.03 mtns doesn't and you try to load it in there, either nothing will happen or something will happen right? I'm gunna go with nothing. Nothing occurring is better than the game crashing but this just proves the uselessness of the save/load system in public games.
Dr.Panda wrote:Let's face it, the only reason to even have a save/load code is so that you and a few friends can load it up and still have new friends come play in it. I will admit this, to only have the HOST be able to save/load wouldn't be a bad idea, cuz then they could easily load ONE thing that could probably be the layout of a theme, and this will begin a very implicit chain reaction: Get RPing going sooner and faster, get more done, get players interested, make SotDRP community grow, raise popularity of the maps that Narks produces and Narks himself, bitch-slaps the rest of the old SotDRP team, and then it could possibly also be considered an ORPG style map-once every blue moon.
Dr.Panda wrote:We all know the wc3 save/load game system doesn't allow new players, cuz firstly it wouldn't make any sense to, and secondly I'm sure they thought it through and knew it was a good decision to make it that way.
This will conclude my post about why we don't need a fucking save/load coded system.
In another topic, I have already suggested a "relative sloc" command that would allow people to move their structures around.
This is the same scenario as the first one, except with more units. The game would crash anyway with a lot of units, I don't see how the save/load system is helping/hurting anything here...
And the makers of sotdrp will eventually fix all crash bugs?
I don't think you understand the save load system. What it does is: you type in the exact commands that you used in game, but instead of building units with the builders from the shops, you use the "sloc" command to move your spawner to a location, and "spawn" to create the unit. Then you can use "sl" to select it and apply things like "size" and " 'fa" to it. This scenario is obviously impossible, as it is impossible to "cast soulgem" using just commands.
If only the host can load things, then new players cannot bring in their things without sending them to the host, which doesn't work unless they can communicate with the host through something other than wc3...
It's not hurting you just by being there, is it? It's not taking up much space in the map, and it's certainly not holding you back from playing. Removing it, however, would ruin the work of all the people who bothered to go through the time-consuming process of "saving" their buildings/towns for future games.

Dr.Panda wrote:I read that, thanks for redirecting me to it. But you do know that simple applied math can move it "slightly" from one loc to another loc. Btw sloc with sl(means "select last"? wild guess) is fucking retarded unless it selects absolutely every single last unit made.
Dr.Panda wrote:You don't see how it's hurting? If everyone can save/load, then wtf is stopping a group of builders from constructing a layout that covers entire map? Then they all load it, not only does this refute your idea of sloc, it also shows us why save/load CAN be abusive in games.
Dr.Panda wrote:Wow you are just like putting all the responsibility on the "makers" huh? There will always be ways to crash, I can crash by spamming spawn 12 goldmine over banlist, and guess what I feel no lag from that, cuz I'm not actually looking at wc3 process this command.
Dr.Panda wrote:I don't understand save/load system? Well DO good to explain the UNIVERSAL meaning! Cuz I'll bet there are opposing viewpoints on what save/load really means. In typical games it means to postpone a hero's progression for another time, in another game, that is probably the most basic, general meaning of a save/load system. And doing THAT much work shouldn't be called saving, cuz well, the way you explain it has me believe that you literally don't save shit. Why go through sloc and spawn cmds if you saved something? And furthermore you even gotta enter the other cmds like "size" and " 'fa"? Are you sure you even understand your own stance dude? What the fuck are you trying to say we are "saving" by using your suggested "sloc/spawn/sl system"?
Dr.Panda wrote:Well why would they need to bring anything? Its not very hard to make a hero, maybe for you, but I clearly wouldn't know that for myself really. And my point of view was basically saying if the host were to have themes prebuilt and a save/load code were available, then he/she could just load the "theme" layout, and then the game can get started once heroes are made. THAT was what I was trying to say. I think you mistook me for implying that it'd be a GREAT fucking idea to have every player bring something to the game via save/load.
Dr.Panda wrote:This is why having only host save/load shit would work better, if you must leave and you don't want the work forgotten, then type give red me, and have him/her save it for you, to load back up another time, and truly ownership of structures means jack shit for the Roleplay.
Dr.Panda wrote: I'll have to disagree on the space issue, I believe that it will take a LOT of space to get it working.
You can also assume a basic level of sanity in players....
Also, that method of crashing will work regardless of whether the current save/load system is implemented or not, so I don't see how it is relevant to the current topic...

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