i ha've had alot of ptoblems lately with loading saved games. Game just crashes. And ive also done quite a bit of research on this problem. Nothing seems to fix it. Could it be possible for you to take a deep look on whats realy going on in the game when you load a saved file and why it crashes? QUICK_EDIT
I'm very sure it was your ini coding, as loading savegames in vanilla TS works pretty flawless.
Check your animations list. I'm quite sure you've added a new animation after 707=INVISO and forgot to add the firestorm anims there first. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Of course not, if you don't give them new index numbers.
Your FS anims will now replace TS anims with the same index number.
Give them numbers from 708 ongoing and it should work.
btw, you can use Aro's UMP as this has already all FS stuff moved to TS, thus you can't get the savegame bug.
\Topic splitted as this is no engine bug and doesn't belongs in the Hyperpatch suggestions and bugs topic _________________ SHP Artist of Twisted Insurrection: Nod buildings
You should really implement the fixed [Animations] array. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
The modenc tutorial is horribly outdated and wrong.
TS reads as many Animations as you wish. TI has already more than 1000.
The savegame bug is nothing but false ini coding, as the game appends automatically the animations from firestrm.ini right after the list from rules.ini. If you add your own animation right after 707=INVISO, you this way change the position of the firestrm animations which messes up the internal stored position in savegames.
The modenc tutorial is horribly outdated and wrong.
It's not outdated or wrong; it corrects the listing so that it follows the internal indexing array. If you don't know how the arrays work, don't say anything. Changing the [Animations] array to be zero based does not harm the game and does not prevent you from adding new animations. The only update it needs is the addition of the Firestorm animations and removal of the original author's assumptions, which are not fact. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
Tiberian Sun has stupid hardcoded indexes (not the numbers in the list, the number in the internal loaded array) on some array lists. I still wonder to this day what causes it for sure, perhaps the animation list is not saved in save games? QUICK_EDIT
So instead of stating how out of date and wrong a tutorial or ModEnc article is, maybe you should fix it?
Oh please not this discussion again. You can do this too if you want.
My opinion is: remove TS entirely from modenc as it plays only a minor role since all keys are explained in a RA2/YR oriented way and create a new modenc for TS only.
Though i don't have the time and won't start creating such a thing or edit modenc as TS is there already on lost ground.
High Templar X wrote:
It's not outdated or wrong; it corrects the listing so that it follows the internal indexing array. If you don't know how the arrays work, don't say anything. Changing the [Animations] array to be zero based does not harm the game and does not prevent you from adding new animations. The only update it needs is the addition of the Firestorm animations and removal of the original author's assumptions, which are not fact.
I know how the arrays work, but we speak about the savegame bug and not giving the list a new enumeration.
The modenc list is just the rules.ini list with new numbers and that doesn't fixes the savegame bug.
Final fact: the modenc link doesn't helps at all fixing the savegame bug.
@Hyper: the problem is that the engine automatically adds the firestrm animations to the rules animations. And it seems that it does this operation different between loading a map and loading a savegame. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I never said the corrected array fixed anything; I said it was a good idea to implement. The fixed array is less mixed up and in a concise order so you know exactly what number to call when picking an animation for a trigger instead of trying to either figure it out by hand or guess the ztyping thing.
I actually use the corrected array with Firestorm animations added to the end and savegames work fine. The article is not wrong and it never has been since the idea wasn't exactly towards fixing anything.
And we don't need a TS ModEnc. Just add the relevant information to the existing Encyclopedia. Anyone can edit the damn thing! Not to mention, there's a lot of TS information floating around on it anyway! Why people insist on further spreading information is completely beyond me. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
maybe it's just me, but when the topic is about fixing the savegame bug and you suggest "implement the fixed [Animations] array" from modenc, i can't understand anything else than "the list on modenc fixes your savegame bug problem, so just copy it in your TS and everything is fine".
And in this context i meant that modenc is outdated/wrong and doesn't helps fixing the bug.
About modenc: right now it's impossible to find all TS keys for a certain TechnoType as all lists are full with the RA2/YR keys.
Fixing modenc would be a pain in the ass, as it would first need a complete new structuration to separate the RA2/YR stuff from TS.
It's like programming in Borland Pascal and the only reference you have is for Delphi: "All keys are there, but you have to find out yourself if they are actually useable for you". _________________ SHP Artist of Twisted Insurrection: Nod buildings
Implementing the fixed array makes it easier to fix the animations list, and properly append the animations to the end. I never stated it would actually fix anything and if I'd meant that, I would have said that directly. If I mean one thing, I make a note of it instead of letting people guess the meaning.
Second, you don't need to separate anything since the tags that aren't just DeeZire definitions actually denote which games the tags actually work in. It's just a matter of appending data that differ between the two games. Most that exist between both do literally the same thing. There are differences, and if you know it, go make a correction. It's remarkably simple. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
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