SaveGame v. 0.6 - Page 6

SaveGame v. 0.6

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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AF
AI Developer
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Re: SaveGame v. 0.5

Post by AF »

An empty table is not equal to nil?
R-TEAM
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Re: SaveGame v. 0.5

Post by R-TEAM »

Hi,

o.k. - save AND load now working basicaly ...
But the problem (ATM i have seen) is still, buildings under construction.
Have saved with commander build the Vehicle lab, and vehicle lab was ~50% build.
After load - the building IS in construction (good) but start at 0 or nearly 0 (bad) , but the metall storage is at right level (as the building was 50% ready) so more bad at all ;)
R-TEAM
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Re: SaveGame v. 0.5

Post by R-TEAM »

Hi,

after a longer fight (2h at speed 0.5) i have seen more litlle ... but it
works basicaly.
First the problem with units/buildings under construction.
It is in the right state (under construction) but always start at 0%.

Second a problem with patroling - all patrol commands are gone ...
Third a problem with Ghostet buildings/features - all gone.
At last a problem with the hightmap.
At all it looks good,but on one point i see a bug.
One of the AI Commanders was killed.This gives a big explosion and so one a big hole ;)
Here i see 2 bugs (precisely one bug and one problem)
As in the picture you see the hole is not more nice a circle, it have imho to many gradations in the edge.This come from the only partialy restoration of the hightmap.
The bug is the incrase in the overall hight of the "hole".
Normal it was at the same hight as the rest of the ground.

Nice was the full restoration of build qeues ;)
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Argh
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Re: SaveGame v. 0.5

Post by Argh »

all patrol commands are gone
That should not be happening, period. I will look at that.

About ghosted buildings; I don't think there's any way to detect that state via Lua atm. I will look at that issue, but no promises.

On the heightmap restoration: you're right, that causes some problems. I will see what it looks like at perfect resolution, but I am rather worried that both the time it will take to record / play it back and the size of the save-state will then become very problematic. No promises on that, but now that the overall speed is high enough, it may be possible.
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Argh
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Re: SaveGame v. 0.5

Post by Argh »

Version 0.6:

Adds save / load dialog, so that end-users will be aware of whether saving / loading is taking place.

Removes optimization of heightmap read / write (note: saving and loading now takes maybe a second or two longer on a map with lots of craters, but that can't be helped).

Fixes all previously-reported bugs.
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R-TEAM
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Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,

thanks Argh :)
But have an major breakdown on my SCSI storage, and with my new
controler i musst reinstall W2003 on a couple of PCs :\
So testing will take time now - musst first have all running.
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Forboding Angel
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Re: SaveGame v. 0.6

Post by Forboding Angel »

SCSI? People still use SCSI drives? Wow.
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jK
Spring Developer
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Re: SaveGame v. 0.5

Post by jK »

Argh wrote:About ghosted buildings; I don't think there's any way to detect that state via Lua atm. I will look at that issue, but no promises.
There is (read and write!). Check the wiki!
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Argh
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Re: SaveGame v. 0.6

Post by Argh »

@R-TEAM: Wow, that sucks.

@Forb: yeah, people still use SCSI, it was only fairly recently that SATA finally had a higher speed, and IIRC it's still considered to be more reliable.

@jK: I'll look into that, should be straightforward to write that state back.
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aegis
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Re: SaveGame v. 0.6

Post by aegis »

Argh wrote:SATA finally had a higher speed
No. Serial-Attached SCSI (SAS) supports 6gbit, also see this: http://en.wikipedia.org/wiki/Serial_Att ... AS_vs_SATA
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Argh
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Re: SaveGame v. 0.6

Post by Argh »

I stand corrected- SCSI remains superior (and more expensive).

Moving on... now that the UI shows load / save, etc... is there anything else that it should be doing? The only real wrinkle is dealing with GG at gamestart; I have tried to come up with a general-purpose solution to this, but the problems are these:

1. GG states that are unitIDs are very hard to determine. "5000" may be a UnitID, but it also may be a score, how much Energy we had when we saved, etc., etc.

2. Designing Gadgets to reintegrate this data at start is turning out to be a major pain in the ass. While (if we know that X is a unitID, Y was a unitDefID, etc.) it's not too bad to get the correlation, I'm finding that it's easier said than done to get it all written back correctly again.
R-TEAM
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Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,
Forboding Angel wrote:SCSI? People still use SCSI drives? Wow.
if you use high-end applications and need high transfere rates and long
life HDs (even by 24/7 usage) it is still no way out of SCSI (or better nowdays SAS ;) )
SATA is nice for the avarage User and the need not more - no sense to pay for very expansive SCSI(SAS) equipment.
And it is the same as all in the world ->
If you get a cheap SCSI drive with an even cheap controler, no surprise a decent SATA drive will beat it.(maybe the longer life time is all time correct by SCSI).Good SCSI cost a much nowday.
(A 300GB HD for 320.-EUR and an controler with 512MB RAM for 600.-EUR)

BoT- it looks i have an the next night time to testing ;)
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Forboding Angel
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Re: SaveGame v. 0.6

Post by Forboding Angel »

Years ago (like 10) scsi was fast because they had 10,000 rpm (and transfer rate of course), but unreliable as all hell. I assume that has changed somewhat?
R-TEAM
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Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,
Forboding Angel wrote:Years ago (like 10) scsi was fast because they had 10,000 rpm (and transfer rate of course), but unreliable as all hell. I assume that has changed somewhat?
you can buy nowday SATA with 10kRPM too ...
Today top is SCSI(SAS) with 15kRPM.
It is not only the RPM .. the expansive magnetical surface and the overall better quality of the drives that make the difference to SATA.
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aegis
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Re: SaveGame v. 0.6

Post by aegis »

you can actually get high-end, long-life SATA drives too.
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Argh
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Re: SaveGame v. 0.6

Post by Argh »

Can y'all quit derailing my thread, please? Kthxbai.
R-TEAM
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Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,

new heavy test with Revelation pending ....
But test with arachnomania 0.8fr failed no save was writen.
Doing nothing on buton "Save".
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Argh
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Re: SaveGame v. 0.6

Post by Argh »

I've never heard of "archnomania", can you post a link to it?
R-TEAM
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Re: SaveGame v. 0.6

Post by R-TEAM »

Hi,
Argh wrote:I've never heard of "archnomania", can you post a link to it?
you can the "post0.7x Fixed and ready for savagame" version get here over ftp:

badcave.homeip.net

have tdf to lua modinfo already convertet,fixes to run on spring,newer than 0.7x and SAVEGAME.SSD dependic.
You need the base OTA content too.(if you dont have it ...)
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Forboding Angel
Evolution RTS Developer
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Re: SaveGame v. 0.6

Post by Forboding Angel »

I grabbed it and am now uploading to evolutionrts.info/maps. I had to download it at 56k modem speeds :evil:

edit: Done, Link:
http://evolutionrts.info/maps/arachnoma ... FIXED].sd7
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