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Gtfo c1 download free
Gtfo c1 download free





gtfo c1 download free

I won’t have that feeling anymore if one or more people in my party are like ‘let’s stop it now, I’m tired or I’m bored’ and ‘we can pick it up another day’. That’s extremely challenging and I fucking love it.Īdding a save feature will fracture parties. You need to move quickly and efficiently so you’re not there for hours. There’s an underlying tension when you know it has to be completed in one go. We did finally beat it and that feeling was awesome. I don’t care if it takes me weeks to finish a single rundown.

gtfo c1 download free

I look at them like expeditions where you mentally prepare for a grueling encounter that needs to be completed in one go. There's just so many variables to track, and so many edge cases, that I honestly can't think of any good way to actually save the game between sessions. Now what? Is my C1 save wiped? If not, what if we finish B2 and decide to go play C1? What if the person who's now missing was host last night? The next day, I pick it back up with 2 people I was playing with last night, and one new player to fill the empty slot.

gtfo c1 download free

On top of that, say I get a save on C1 and log off for the night. Player location, booster status, door health, which enemies are dead, enemy locations for awake enemies/scouts, what lockers are open, what parts of the map are revealed. In there you'll find the game's logs, and the very first thing the game does when you start a map (assuming you're hosting) is roll some seeds:Ġ0:21:11.858 - SerialGenerator GENERATE! ed: 1126098629 Hell, it already is saved.Ĭ:\Users\AppData\LocalLow\10 Chambers Collective\GTFO If this were to be expanded on to act as a full-on save game, chances are that a large amount of that complicated information in memory would need to be converted into a format that can be stored on disk to recreate matches from checkpoints after they have been closed.Īgain, this is just speculation, we'd need some kind of dev confirmation as to how difficult it would be to convert checkpoints into save games, my impression is just that it would take a lot of effort to fully implement. If I had to guess as to how checkpoints work (and I expect host migration relies on similar mechanisms), there's probably a lot of complicated information about the game's state that is held in memory while a match is active, while checkpoints themselves only need to track a handful of items that need to be reset to a particular state when that checkpoint is loaded.

gtfo c1 download free

I'm almost certain that the main reason this isn't a thing already is that saving game states to load later after a match is closed, definitely after the game is closed, is very technically challenging. What is this replying to? I haven't seen anyone make the argument that we shouldn't be allowed to load save games at checkpoints.







Gtfo c1 download free