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 Forum index » Modding Central » Tiberian Sun Editing Forum
Preventing and fixing the save game bug
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun May 11, 2003 3:30 pm    Post subject:  Preventing and fixing the save game bug Reply with quote

Here is how to prevent the incredibly annoying and frustrating save game bug from ever occuring or how to fix it in a mod that already has the bug

Firstly the save game bug appears in many TS and FS mods (deezire u reading) it allows you to save your game, but if you try to load up that save again you get the dreaded "Internal Error" message and shuts down TS.

I never used to know what caused this bug and had no chance of curing it, however many thanks to Banshee for telling me what the cause was.

This allowed me to work from there. The cause is the [Animations] section in the Rules.ini if you add any animations to this section the save game bug appears

however in any decent mod you got to add animations and you got to keep the save game feature.. well heres how to do it


You will see the last animation in the list is


Code:
707=INVISO

This is the max, and anything past this =Save game bug
so how do u add animations, quite simple
you dont even have to replace any that are already in the list

You will notice the numbers of the animation down the side of the list, these generally go up in order. However there are many! unused slots and you get jumps like this
Code:
54=FIREPOWR
63=MGUN-N


Well we know we cannot go over the 707 mark, but we can however use up all these slots in between, so from the above u will get the following free slots for your own animations
Code:
54=FIREPOWR
55=
56=
57=
58=
59=
60=
61=
62=
63=MGUN-N


now thats quite a few free slots, check the list and enable all these free slots and u will find u got more than enough room for more slots

I was going to make a template opening all free slots, but im sure u can manage it

My testing was done with both TS and FS and save game worked in both
however in TS: Retro (my mod i tested this with) all animations from the firstrm.ini have been put into the rules.ini

this means that there is possibly many many more slots that can be used for firestorm alone. But i dont know what the max is in firestorm and you would of course only see these anims if u had the addon

anyway thats all

-SMIFFGIG
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon May 12, 2003 8:26 am    Post subject: Reply with quote

Cool, I'm gonna try this today... i have a 10 mb mod with 4 factions and it's almost finished... now this solution was what i was waiting for! Thanks SMIFF Very Happy Very Happy

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Mon May 12, 2003 7:29 pm    Post subject: Reply with quote

thedvd, is your mod TS? I would LOVE to see it when it comes out!
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue May 13, 2003 10:09 am    Post subject: Reply with quote

yes it's for ts firestorm (should work without fs)

However... i just tried applying the tutorial steps to my mod and it doesn't work.... i then realized i didn't list every animation that's in my art ini in the list... so i added everything... about 100 new items.... but it doesn't work! do i also have to list all weapons, warheads etc??

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 13, 2003 8:54 pm    Post subject: Reply with quote

do not declare them after the 707=Inviso even if you use numbers lower than 707. You have to declare them in the middle of the list...
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 14, 2003 8:31 am    Post subject: Reply with quote

i did so banshee...

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Wed May 14, 2003 5:03 pm    Post subject: Reply with quote

make sure you dont got any doubles
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 14, 2003 7:37 pm    Post subject: Reply with quote

also did that...

btw let's continue this talk in the appropriate research thread in the adv. tech center.

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