SaveGame v. 1.4 (my epeen is bigger!!)
Moderator: Moderators
SaveGame v. 1.4 (my epeen is bigger!!)
So, Argh told me not to post in his thread. I consider this an unsufferable infrigment of my First Amendment (what do you say? American Constitution doesn't apply to a French posting on an Swedish server?), but then the corrupt moderatoring board has been know to bend to such childish demand. Anyway, so that means I have to create my own thread to tell The World how much more superior my own savegame system is! Yeah, doesn't save heightmap, fugly GUI, crash on loading big savegames, doesn't even attempt to save gadgets data, but it's still awesome because so I say. I had it up and running for a long time in KP, later Gundam, though I just fixed the UnitID translation, and made it save multiple savegames instead of one.
But what is not in Balanced Annihilation does not exists. I mean, what kind of loony would check Kernel Panic or to Gundam RTS? So I ported my save system to BA. Also included is my skirmish generator, though atm difficulty does nothing and it only use KAIK. Oh yeah and:
You must not have any space in your path to Spring.exe
(That limitation will be lifted by Spring 0.81)
Pics:
Note: It is a generic savesystem.
- The only mod-specific stuff in the BA mutator is the menu title.
- The only mod-specific stuff in the Evo mutator is that... oh there is none!
But what is not in Balanced Annihilation does not exists. I mean, what kind of loony would check Kernel Panic or to Gundam RTS? So I ported my save system to BA. Also included is my skirmish generator, though atm difficulty does nothing and it only use KAIK. Oh yeah and:
You must not have any space in your path to Spring.exe
(That limitation will be lifted by Spring 0.81)
Pics:
Note: It is a generic savesystem.
- The only mod-specific stuff in the BA mutator is the menu title.
- The only mod-specific stuff in the Evo mutator is that... oh there is none!
- Attachments
-
- Evo25-sav1.sd7
- EvoRTS mutator adding savegames.
- (41.13 KiB) Downloaded 67 times
-
- BAV7.04-sav1.sd7
- BA mutator adding savegames.
- (39.51 KiB) Downloaded 102 times
Re: SaveGame v. 1.4 (my epeen is bigger!!)
LOL, I love the post! good job keeping me entertained and interested throughout.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Server is in Czech Republic now. Better consult an attorney.zwzsg wrote:So, Argh told me not to post in his thread. I consider this an unsufferable infrigment of my First Amendment (what do you say? American Constitution doesn't apply to a French posting on an Swedish server?),
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Does that mean *gasp* that the English lied to me? So we would not be running on a T.V., but on a fridge? My perspectives are all shattered now.
Tried my savegame system on Revelation, saw no issues: REVELATION_R60S1.sd7
Tried my savegame system on Revelation, saw no issues: REVELATION_R60S1.sd7
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hi,
will try it
mhhh .. in the past we have no save/load ...
and now 2 systems fight over the user .....
Hope the better wins
will try it
mhhh .. in the past we have no save/load ...
and now 2 systems fight over the user .....
Hope the better wins
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hi,
its look it works - musst test with a BIG game after 7-10h playing ...
Who i like :
The nice way it is integrated in the spring Ui , arghs system looks mor a
Alien-body on spring and match only good to specifc games ..
The infos over different things - looks more a commercial relase,not more much like "hobby" ....
The skirmish system, not my flavor but nice
Who i dislik:
It needs Tabula map .. but actual is Tabula V3 ....
mmhh ... not more ATM ...
Musst test both systems with an heavy altered map (after many fights/explosions ) and many units .. then i can say who winn the first round .. but it looks ATM from the GUI good to zwzsgs system ..
oh.. forgoten:
and important (for me) is how complicatet its to implement the system in old mods - arghs system is here very easy ....
Actual developed mods will IMHO become the save system at upgrades ..
its look it works - musst test with a BIG game after 7-10h playing ...
Who i like :
The nice way it is integrated in the spring Ui , arghs system looks mor a
Alien-body on spring and match only good to specifc games ..
The infos over different things - looks more a commercial relase,not more much like "hobby" ....
The skirmish system, not my flavor but nice
Who i dislik:
It needs Tabula map .. but actual is Tabula V3 ....
mmhh ... not more ATM ...
Musst test both systems with an heavy altered map (after many fights/explosions ) and many units .. then i can say who winn the first round .. but it looks ATM from the GUI good to zwzsgs system ..
oh.. forgoten:
and important (for me) is how complicatet its to implement the system in old mods - arghs system is here very easy ....
Actual developed mods will IMHO become the save system at upgrades ..
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Reading R-Team's posts is like an endurance run.
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hi,
he,he - sorry for my Suboptimal english
Back on Topic->
Save is "working" ... but loading not ...
Infolog:
Content error: Couldn't load archive 'maps/paradise lost v2.smf' for map 'maps/Paradise Lost v2.smf'.
he,he - sorry for my Suboptimal english
Back on Topic->
Save is "working" ... but loading not ...
Infolog:
Content error: Couldn't load archive 'maps/paradise lost v2.smf' for map 'maps/Paradise Lost v2.smf'.
Re: SaveGame v. 1.4 (my epeen is bigger!!)
I'll look into that. Thanks for taking the time to test.
- Add the attached files to your mod.
- Done.
But feel free to open up \LuaRules\Gadgets\libs\FillModSpecific.lua and edit the list of maps at the end.
Note: for better customisation, you can edit \LuaRules\Gadgets\libs\FillModSpecific.lua
That is not necessary as I put there default values that should work well with any mod. But it gives you a bit more control.
For instance, the menu title default to:
ModSpecific.ModDisplayName=Game.modShortName
which works for any mod, but if you want you can change it to:
ModSpecific.ModDisplayName="Some Name!"
Or, the AI in the skirmish generator is set to KAIK, but if the mod works better with another AI, you can change those ShortName="KAIK" into ShortName="RAI" or whatever.
I don't save heightmaps (yet).Must test both systems with an heavy altered map (after many fights/explosions )
I would never have thought anyone would have liked my crude GUI more than Argh's polished bitmaps. But yeah, it could be said I tried to stay faithfull to the grey rectangles of the hard coded GUI.but it looks ATM from the GUI good to zwzsgs system ..
My system is incredibly easy to implement as well:important (for me) is how complicatet its to implement the system in old mods - arghs system is here very easy ....
- Add the attached files to your mod.
- Done.
After asking around a bit, I was left under the impression Tabula V2 is still more played than V3.What i dislike: It needs Tabula map .. but actual is Tabula V3 .... mmhh ... not more ATM ...
But feel free to open up \LuaRules\Gadgets\libs\FillModSpecific.lua and edit the list of maps at the end.
Note: for better customisation, you can edit \LuaRules\Gadgets\libs\FillModSpecific.lua
That is not necessary as I put there default values that should work well with any mod. But it gives you a bit more control.
For instance, the menu title default to:
ModSpecific.ModDisplayName=Game.modShortName
which works for any mod, but if you want you can change it to:
ModSpecific.ModDisplayName="Some Name!"
Or, the AI in the skirmish generator is set to KAIK, but if the mod works better with another AI, you can change those ShortName="KAIK" into ShortName="RAI" or whatever.
Well, I already had it, so I thought I might as well keep it. In fact the skirmish system is the first bit of that single player system I coded. I originally made it for KP which only work on specific maps with specific AI, which is why the choice of maps and AI is a bit constrained. While limiting the AIs to those that have been tested and found working with the mod is a Good Thing, I'm thinking about making a proper map scanner instead of hard coding map names. Though I don't know yet how, or even if possible.The skirmish system, not my flavor but nice
- Attachments
-
- Savegame1.41.zip
- Put these files in any mod. Bam, savegames!
- (36.24 KiB) Downloaded 77 times
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hehe, sorry for being rude. This post^^ was very much understandableR-TEAM wrote:Hi,
he,he - sorry for my Suboptimal english
Back on Topic->
Save is "working" ... but loading not ...
Infolog:
Content error: Couldn't load archive 'maps/paradise lost v2.smf' for map 'maps/Paradise Lost v2.smf'.
Re: SaveGame v. 1.4 (my epeen is bigger!!)
I just tried that map, save and load worked.
I suggest to delete ArchiveCacheV7.lua and try again. Then look into your /maps/ folder and check if there wouldn't be two maps named ParadiseLost (or variation of). If so, move one away, delete ArchiveCacheV7.lua again, and try again.
If it still crashes, then do that: when Spring is running, alt tab out and save the script.txt that was generated by the lobby and the infolog. Then reload, and after it failed it to reload, save the script.txt that was generated by my code, and the new infolog. Then post both infolog and both script.txt here (or at http://pastebin.com ), along with the savegame file.
I suggest to delete ArchiveCacheV7.lua and try again. Then look into your /maps/ folder and check if there wouldn't be two maps named ParadiseLost (or variation of). If so, move one away, delete ArchiveCacheV7.lua again, and try again.
If it still crashes, then do that: when Spring is running, alt tab out and save the script.txt that was generated by the lobby and the infolog. Then reload, and after it failed it to reload, save the script.txt that was generated by my code, and the new infolog. Then post both infolog and both script.txt here (or at http://pastebin.com ), along with the savegame file.
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hi,
elements.And with the very wide range on GUIs oround here, a more basic and neutral way i prefer.
V1 is the basic version,V2 is improved/bug-fixed and so one .......?
By the problem with the map i have no clue ....
Have in my map folder :
....
Palladium_0.5_(beta).sd7
ParadiseLostFix.sd7
Paridise-Dry-V3[1].1.sd7
....
And in ArchiveCache :
So only one map with this name .....?
The only thing i noticed is the different capitalisation in the infolog ...
This make Hope will test then the unit handling only ATM.zwzsg wrote:I'll look into that. Thanks for taking the time to test.
I don't save heightmaps (yet).Must test both systems with an heavy altered map (after many fights/explosions )
It is not bad to have a polished bitmap,but it musst fit to the other GUIzwzsg wrote:I would never have thought anyone would have liked my crude GUI more than Argh's polished bitmaps. But yeah, it could be said I tried to stay faithfull to the grey rectangles of the hard coded GUI.but it looks ATM from the GUI good to zwzsgs system ..
elements.And with the very wide range on GUIs oround here, a more basic and neutral way i prefer.
Nice!zwzsg wrote:My system is incredibly easy to implement as well:important (for me) is how complicatet its to implement the system in old mods - arghs system is here very easy ....
- Add the attached files to your mod.
- Done.
mhhhh .. have thinked the Vx reflect the evolution of the map,like mods.zwzsg wrote:After asking around a bit, I was left under the impression Tabula V2 is still more played than V3.What i dislike: It needs Tabula map .. but actual is Tabula V3 .... mmhh ... not more ATM ...
But feel free to open up \LuaRules\Gadgets\libs\FillModSpecific.lua and edit the list of maps at the end.
V1 is the basic version,V2 is improved/bug-fixed and so one .......?
Understand.Good for fast maked fights without long thinking over positions/maps.zwzsg wrote:Well, I already had it, so I thought I might as well keep it. In fact the skirmish system is the first bit of that single player system I coded. I originally made it for KP which only work on specific maps with specific AI, which is why the choice of maps and AI is a bit constrained. While limiting the AIs to those that have been tested and found working with the mod is a Good Thing, I'm thinking about making a proper map scanner instead of hard coding map names. Though I don't know yet how, or even if possible.The skirmish system, not my flavor but nice
By the problem with the map i have no clue ....
Have in my map folder :
....
Palladium_0.5_(beta).sd7
ParadiseLostFix.sd7
Paridise-Dry-V3[1].1.sd7
....
And in ArchiveCache :
Code: Select all
{
name = "Palladium_0.5_(beta).sd7",
path = [[E:\Games\Spring\maps\]],
modified = "1241318596",
checksum = "3853646429",
archivedata = {
name = "Palladium 0.5 (beta).smf",
mapfile = "maps/Palladium 0.5 (beta).smf",
modtype = 3,
},
},
{
name = "ParadiseLostFix.sd7",
path = [[E:\Games\Spring\maps\]],
modified = "1232668414",
checksum = "2697558764",
archivedata = {
name = "Paradise Lost v2.smf",
mapfile = "maps/Paradise Lost v2.smf",
modtype = 3,
},
},
{
name = "Paridise-Dry-V3[1].1.sd7",
path = [[E:\Games\Spring\maps\]],
modified = "1239282513",
checksum = "1585593875",
archivedata = {
name = "Paridise-Dry-V3.1.smf",
mapfile = "maps/Paridise-Dry-V3.1.smf",
modtype = 3,
},
},
{
name = "Paridise-V2[1].0.sd7",
path = [[E:\Games\Spring\maps\]],
modified = "1231624582",
checksum = "3778524583",
archivedata = {
name = "Paridise-V2.0.smf",
mapfile = "maps/Paridise-V2.0.smf",
modtype = 3,
},
},
{
name = "Phobis-One.sd7",
path = [[E:\Games\Spring\maps\]],
modified = "1231624594",
checksum = "831771009",
archivedata = {
name = "Phobis-One.smf",
mapfile = "maps/Phobis-One.smf",
modtype = 3,
},
},
The only thing i noticed is the different capitalisation in the infolog ...
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hmm, and do you have the same loading problem on other maps, or just this one?
Edit: New version, fixes the problem with large savegames, and manage heightmaps.
Edit: New version, fixes the problem with large savegames, and manage heightmaps.
- Attachments
-
- Savegame1.5.zip
- Just merge the file in that zip with your mod.
- (39.03 KiB) Downloaded 62 times
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Hi,
Thanks zwzsg
Have testet it ATM with 2 quickly Games,
One with REVELATION_R60 - looks it works nice , but for accurate
statements (over hightmap restoration in details as example) i need test a longer Game.
The second was with Arachnomania .. dont work - the GUI dont apear.
Come errors over Lua Draw .... (have the infolog not more - if you need it i can make additional test to crate infolog)
And it would be nice to can set Filenames and Autosave on/OFF ingame..
Thanks zwzsg
Have testet it ATM with 2 quickly Games,
One with REVELATION_R60 - looks it works nice , but for accurate
statements (over hightmap restoration in details as example) i need test a longer Game.
The second was with Arachnomania .. dont work - the GUI dont apear.
Come errors over Lua Draw .... (have the infolog not more - if you need it i can make additional test to crate infolog)
And it would be nice to can set Filenames and Autosave on/OFF ingame..
Re: SaveGame v. 1.51
-My savegame system (wrongly) assumed a modoptions.lua would always be there.
- Arachnomania used an outdated gadget handler causing a bunch of issue.
Here is a fixed version of Arachnomania: arachnomania_0.8_fr_fixed_2.sd7
(Contains nothing about savegames)
Here is a mutator adding savegame to the Arachnomania just above: arachnomania_0.8_fr_fixed_2_savegame_1.51.sd7
(Nothing arachno specific beside the modinfo.lua)
Here is an updated BA mutator adding savegames and one mission:
- Arachnomania used an outdated gadget handler causing a bunch of issue.
Here is a fixed version of Arachnomania: arachnomania_0.8_fr_fixed_2.sd7
(Contains nothing about savegames)
Here is a mutator adding savegame to the Arachnomania just above: arachnomania_0.8_fr_fixed_2_savegame_1.51.sd7
(Nothing arachno specific beside the modinfo.lua)
You can set filename by typing the command manually, in the console that is brought with the enter key. The command is /dump WriteNameHereR-TEAM wrote:And it would be nice to can set Filenames
Yeah, having a couple second freeze every minute because of AutoSave was not nice. In this 1.51 version, AutoSave only save every 5mins, and does not save heightmap (so is practically instant). Indeed a menu to toggle autosave and set its period would be nice, it would be easy to do but it would require a tickbox on the GUI, and I'm not the best GUI designer.R-TEAM wrote:And it would be nice to can set Autosave on/OFF ingame
Here is an updated BA mutator adding savegames and one mission:
- Attachments
-
- BAV7.1-sav1.52.sd7
- To be used with BA71.sd7
- (94.17 KiB) Downloaded 67 times
Re: SaveGame v. 1.4 (my epeen is bigger!!)
YEEEE HAWW!!!!!
i was trying to make my own, and reading this made me realize what i was doing wrong. u just saved my life!!!
i was trying to make my own, and reading this made me realize what i was doing wrong. u just saved my life!!!
Re: SaveGame v. 1.4 (my epeen is bigger!!)
Five independendly coded savegame systems, and counting? I sense a phail in the open source sharing model.d_b wrote:i was trying to make my own
Re: SaveGame v. 1.4 (my epeen is bigger!!)
yeah well, its also my epeen as well. i try to make all my code from scratch, so other people dont whine at me for credit.
EDIT: For example car repairer whined at me for weeks because his stupid "selectionsend" lua was in ANTS.
EDIT: For example car repairer whined at me for weeks because his stupid "selectionsend" lua was in ANTS.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: SaveGame v. 1.4 (my epeen is bigger!!)
So you implement everything from scratch because you refuse to give credits where it is appropriate? Interesting approach, sir.d_b wrote:yeah well, its also my epeen as well. i try to make all my code from scratch, so other people dont whine at me for credit.
EDIT: For example car repairer whined at me for weeks because his stupid "selectionsend" lua was in ANTS.
Btw you should include "LuaUI/Images/AlliedCursors.png" for the allied cursor widget. Sorry did forget to upload it to widget db myself, but its fixed now.