SUGGESTION: RunAGSGame reloads engine?

Started by monkey0506, Sun 17/02/2008 22:25:52

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monkey0506

The way I currently understand how RunAGSGame works is that the engine itself is not reloaded, to make loading the game faster. However (it is also to my understanding that) because of this the game being called with RunAGSGame must be at the same colour-depth and resolution, and must have been made with the same "point-version" of AGS.

Now I might just be mistaken here as to the reasoning behind these limitations, but if RunAGSGame not unloading/reloading the engine is the reason for this restriction, would it be reasonable to implement two more "modes" for this function?

We already have:
0   Current game is completely exited, new game runs as if it had been launched separately
1   GlobalInt values are preserved and are not set to 0 for the new game.
So I was thinking we could perhaps add:
2   Current game and engine are completely exited, new game runs as if it had been launched separately.
3   GlobalInt values are preserved and are not set to 0 for the new game, and the engine is reloaded.
Mode 0 and 1 could be marked as the "normal" modes and modes 2 and 3 marked as "advanced" modes...perhaps?

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