Difference between revisions of "SoC Ideas Unify SP and MP 2014"
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|noresultsheader=''There are no submitted student proposals for this idea'' | |noresultsheader=''There are no submitted student proposals for this idea'' | ||
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==Additional Information== | ==Additional Information== | ||
− | Last year's [[SoC2013_thunderstruck_MP_Campaign_Support|GSoC project]] made it possible to use the same configuration files for both singleplayer and multiplayer campaigns. However, there | + | Last year's [[SoC2013_thunderstruck_MP_Campaign_Support|GSoC project]] made it possible to use the same configuration files for both singleplayer and multiplayer campaigns. However, there is still some WML content which is not available for both singleplayer and multiplayer due to being handled by different code paths. |
The goal of this project is to unify singleplayer and multiplayer code paths which are responsible for handling configuration files. This would lead to being able to use multiplayer eras and modifications in singleplayer too. As a result of this, some GUI dialogs would have to be created in order for players to be able to use this new functionality. | The goal of this project is to unify singleplayer and multiplayer code paths which are responsible for handling configuration files. This would lead to being able to use multiplayer eras and modifications in singleplayer too. As a result of this, some GUI dialogs would have to be created in order for players to be able to use this new functionality. | ||
==Whom to ask about this== | ==Whom to ask about this== | ||
− | thunderstruck on | + | thunderstruck on IRC. |
Latest revision as of 23:19, 12 March 2014
This page is related to Summer of Code 2014 |
See the list of Summer of Code 2014 Ideas |
This is a Summer of Code 2014 Idea |
Contents
Description
Game Engine: Unify SP and MP
Page for the idea: SoC_Ideas_Unify_SP_and_MP_2014
Wesnoth has lots of user made content, but some of it works only for either singleplayer or multiplayer. To solve this, some of the engine's singleplayer and multiplayer code paths need to be unified and extended.
There are 2 submitted student proposals for this idea
RiftWalker - Game Engine: Unify SP and MP
Currently, certain add-on content works only in single- or multi-player games. The purpose of this project is to ensure that all user-made content works across game modes by unifying and extending the code paths that handle configs for single- and multi-player games. This will be achieved by making SP a special case of MP as described by Zaroth.
- To begin with, I will implement the current single player campaign creation through the multiplayer code path, changing as little as possible.
- Once I've sorted out all the problems that may arise from this, the door will be open to a host of potential new features and improvements which I will implement according to demand from the community.
See SoC2014 RiftWalker Unify SP MP for more information.
youngoli - Unify SP and MP
Abstract: This proposal is intended to unify the separate code paths responsible for handling configuration files in single player and multiplayer. This will allow content that previously would only work in multiplayer to work in singleplayer as well.
See SoC2014 youngoli UnifySPandMP for more information.
Additional Information
Last year's GSoC project made it possible to use the same configuration files for both singleplayer and multiplayer campaigns. However, there is still some WML content which is not available for both singleplayer and multiplayer due to being handled by different code paths.
The goal of this project is to unify singleplayer and multiplayer code paths which are responsible for handling configuration files. This would lead to being able to use multiplayer eras and modifications in singleplayer too. As a result of this, some GUI dialogs would have to be created in order for players to be able to use this new functionality.
Whom to ask about this
thunderstruck on IRC.