Could we have hierarchical Save Trees? Save trees would make it easier to "see" from where a score originates.
| Case number: | 671071-988879 |
| Topic: | Game: Other |
| Opened by: | Seagat2011 |
| Status: | Open |
| Assigned: | Seagat2011 |
| Priority: | 5-Low |
| Type: | Feature |
| Opened on: | Friday, November 12, 2010 - 20:55 |
| Last modified: | Thursday, June 2, 2011 - 05:31 |
Save trees would make it easier to "see" where a score came from
Example:
11205 ( 10100 )
11201 ( 8300 )
10100 ( 9600 )
9600 ( 8300 )
8300 ( Touchstone )
..in the above example, the high score ( 11205 ) came from the 10100, not the 11201.
Wed, 06/01/2011 - 21:04
#2
| Status: Open » Done |
100 quick saves available. Done.
Thu, 06/02/2011 - 02:59
#3
I think save trees are different than quick saves. The former allows indexing which would make manipulation of the data much easier.
Thu, 06/02/2011 - 03:15
#4
| Status: Done » Open |
rav3n_pl is on a roll - trying to close everything.
Is he working for the project now, too ???
Thu, 06/02/2011 - 05:31
#5
technically we all are


I think I saw somewhere that one could have more that 10 quicksaves.
I'm not sure if I was dreaming or not. I don't see why one can't have an arbitrary number of them inside a recipe. Inside the recipe one could easily store additional information.
saveslots={
{saveslotid1, 0, {shakeall, 10}, 8300},
{saveslotid2, 1, {wigglebackbone, 5}, 9600},
{saveslotid3, 2, {wiggleall, 5}, 10100},
{saveslotid4, 1, {hydrophobe, 1, .10, 5}, 11201},
{saveslotid5, 3, {hydrophobe, 1, .10, 5}, 10100},
{},
{},
{},
{},
{},
{},
{},
{},
{},
}
having quick_save() return an id that could be used in quick_load:
x=quick_save()
quick_load(x)