Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 200 maps), challenging original singleplayer missions, as well as co-op missions. Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play: the original game is not required.
The next version of DTA introduces an awesome feature that many thought was completely impossible: multiplayer saves. You are able to manually save multiplayer games and then load them via the client.
Possible disconnects, crashes or synchronization errors won't stop you from completing a game anymore, as long as you remembered to save occasionally during the game. To make the process simpler, you only have one multiplayer save slot available. In other words, saving a MP game will always overwrite your previous MP save.
We're also looking into the possibility of making the game auto-save every few minutes in multiplayer, removing the need for saving manually. But it won't make it into the next update yet.
Praise the creators! Hail the coders! o7
Best thing ever.
Sounds awesome!
Unbelievable.
You managed to do something not even EA could.
+Respect.
Indeed unbelievable, great job! :o
How did you solve the problem?
By researching and thinking about it a lot, and writing a bit of x86 ASM :)
It was actually surprisingly easy, I'm sure that if Westwood cared they could've pulled it off in like 5 minutes.
To put it shortly, Tiberian Sun already supported saving multiplayer games (as a leftover from RA1 where it was an actual feature). But it couldn't load them: once a saved game is loaded, the game cuts all connections to other players.
So, I simply made the game first load the saved game on startup, and form connections to the other players after the loading is complete. This way connections getting cut when the save is loaded doesn't matter, because I form the connections after the saved game has already been loaded. This required some x86 ASM code for calling the "load saved game" function and then the function that the game uses for creating connections.
For more details, see Ppmforums.com