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This method of storing replays frequently leads to brokenness when the game logic updates due to patches. IL2: Sturmovik had replays like this and if you ran an
by gmurphy 16y ago
This method of storing replays frequently leads to brokenness when the game logic updates due to patches. IL2: Sturmovik had replays like this and if you ran an old replay on a newer version, the replay planes would end up running off the runway or similar.
IIRC, the Starcraft 2 beta keeps old versions of the game engine around to let you play back older replays.
A similar technique is occasionally used in non-server-based multiplayer games - here's a Gamasutra post-mortem for _X-Wing vs. TIE Fighter_ where sending inputs across machines is discussed: http://www.gamasutra.com/view/feature/3374/the_internet_sucks_or_what_i_.php http://www.gamasutra.com/view/feature/3374/the_internet_suck...
- baddox 16y agoI was big into Supreme Commander in the first 6 months after its release. They had a phenomenal online database of every ranked replay as well as ranking which would point users to great high-level replays. Early on, Supreme Commander was great at putting out balance changes and hotfixes. Unfortunately, every single patch would completely empty the online database and would also break any replays you stored on your computer! People managed to hack together a version switcher eventually, but I still ended up losing lots of awesome replays.