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!
Fixing Save/Load
Moderator: Moderators
Re: Fixing Save/Load
Yay!!! Go 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.
Re: Fixing Save/Load
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.Argh wrote:Yay!!! Go hoijui!
"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!!
Re: Fixing Save/Load
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
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
-
- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Fixing Save/Load
No.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
Re: Fixing Save/Load
That was discussion regarding a temporary crutch fix for modders until the actual engine save/load is fixed.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
Re: Fixing Save/Load
Hi,

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
THANKSREVENGE wrote:That was discussion regarding a temporary crutch fix for modders until the actual engine save/load is fixed.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

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
-
- Posts: 933
- Joined: 27 Feb 2006, 02:04
Re: Fixing Save/Load
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.
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.