Asteroid Outpost Update 2012-05-04

I have just finished fixing up how a network game is initialized, at least for now. First the scenario is initialized, this creates the asteroids, force(s), local controller for the server, power grid(s), and an AI controller (if applicable). Next, the network class gets a chance to do its thing. For each client, it serializes and sends the game state that was created in the scenario, then asks the client to create its own controller and start the game. Sounds easy right? Well, it is now.

A bug was also introduced, or at least noticed during this latest round of changes. It’s a small graphical glitch, I think. On the client, my structures aren’t completing construction properly. So far, this is only making the power lines between two power nodes show up in the “constructing” colour: