Fixing Save/Load

Fixing Save/Load

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Fixing Save/Load

Post by hoijui »

some bugs are already fixed, so it is now possible to save ( /save fileName) an load (spring.exe Sames/fileName.ssf) again, witout spring crashing; at least in my test setup.
The (re-)loaded game is not useable though. one gets an additinal new commander for example, the commands of units are not restored, it is not possible to give commands, ...
in general, the game looks like paused, with some additional errors...
my guess is, that some (maybe a lot) of members of the classes to save are not saved, as they did not exist or were named differently in the past.
this should be easy to fix, if you know which members of which classes this could be: just add a CR_MEMBER(memberName) in the corresponding .cpp file.
it would be nice if some of you could help with this, as i do not know things like, which class is responsible for the smoke comming out of this and that eg.

just save, load, see, fix.
thank you!
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Fixing Save/Load

Post by Argh »

some bugs are already fixed, so it is now possible to save ( /save fileName) an load (spring.exe Sames/fileName.ssf) again, witout spring crashing; at least in my test setup.
Yay!!! Go hoijui!
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Fixing Save/Load

Post by hoijui »

Argh wrote:Yay!!! Go hoijui!
That reminds me on the day i went activisting to the big city with a plate around my neck, and a police officer asked me what i am doing there.
"I try to make people think!"
and the response was, without the slightest sarcasm inteded:
"Ah, good luck then!"
:/

... i want you to do it!!
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Fixing Save/Load

Post by R-TEAM »

Hi,

IMHO it is impossible with the current engine save/load in "normal
way" to implement.
(if i read various threads correct)

The only solution is ATM a "fast replay" to the needed point.

But feel free to correct me ... ;)

Regards
R-TEAM
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Fixing Save/Load

Post by Auswaschbar »

R-TEAM wrote:Hi,

IMHO it is impossible with the current engine save/load in "normal
way" to implement.
(if i read various threads correct)

The only solution is ATM a "fast replay" to the needed point.

But feel free to correct me ... ;)

Regards
R-TEAM
No.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Fixing Save/Load

Post by REVENGE »

R-TEAM wrote:Hi,

IMHO it is impossible with the current engine save/load in "normal
way" to implement.
(if i read various threads correct)

The only solution is ATM a "fast replay" to the needed point.

But feel free to correct me ... ;)

Regards
R-TEAM
That was discussion regarding a temporary crutch fix for modders until the actual engine save/load is fixed.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Fixing Save/Load

Post by R-TEAM »

Hi,
REVENGE wrote:
R-TEAM wrote:Hi,

IMHO it is impossible with the current engine save/load in "normal
way" to implement.
(if i read various threads correct)

The only solution is ATM a "fast replay" to the needed point.

But feel free to correct me ... ;)

Regards
R-TEAM
That was discussion regarding a temporary crutch fix for modders until the actual engine save/load is fixed.
THANKS ;)
You make my Day.
Was realy angry over no save/load in the future in spring,
now i have hope that i can play with my friends in the not to
distant future ;)

Spring is (if it runs) a very nice Game with many little bugs.... ;)

Regards
R-TEAM
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Fixing Save/Load

Post by el_matarife »

Real engine save / load will allow a bunch of great stuff.
1. Resyncing games in progress if someone has a sync failure
2. Saving and quitting then restarting if someone crashes or has internet access drop or has to leave for some reason
3. Joining games in progress
4. Single player campaigns with saving of your current mission progress

The "Skip" solution may allow some of this stuff, but will be pretty limited and will probably only work for the first few minutes of a game.
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