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7DRL: Add some more documentation.
[plomrogue]
/
README_engine
diff --git
a/README_engine
b/README_engine
index 3ffbc37f5dac6795f1b7c73488f79596ecd6aff8..da2e00d8a50ef7fee93f8b17d874d6ea1abc2405 100644
(file)
--- a/
README_engine
+++ b/
README_engine
@@
-1,6
+1,8
@@
NOTE: This is the PlomRogue engine's RADME text, assuming certain configuration
defaults not present in the 7DRL game. So parts of it may not apply to this
NOTE: This is the PlomRogue engine's RADME text, assuming certain configuration
defaults not present in the 7DRL game. So parts of it may not apply to this
-specific package.
+specific package. (The 7DRL also adds various 7DRL-specific features and
+optimizations to the server and client code. To play with the "pure" client, get
+it at http://github.com/plomlompom/plomrogue ("main" branch).)
plomrogue
=========
plomrogue
=========
@@
-84,8
+86,8
@@
clients in parallel in multiple terminal windows that can be managed by one's
own window manager choice, instead of relying on plomrogue-client's bizarre
in-client window management.
own window manager choice, instead of relying on plomrogue-client's bizarre
in-client window management.
-Save files
and replay game recording
-------------------------------------
+Save files
, replay game recording, starting over
+------------------------------------
------------
By default, the game state is saved in the file ./save, and read from there on
(server) restart. Another file name to use can be given with the -l option (i.e.
By default, the game state is saved in the file ./save, and read from there on
(server) restart. Another file name to use can be given with the -l option (i.e.
@@
-122,4
+124,3
@@
by the server for newline-delimited commands. The ./server/out file contains
server messages to be read by clients. The ./server/worldstate file contains a
serialized representation of the game world's data as it is to be visible to
the player / the player's client.
server messages to be read by clients. The ./server/worldstate file contains a
serialized representation of the game world's data as it is to be visible to
the player / the player's client.
-