On 31 May 2010 09:11, James Paige <[email protected]> wrote:
> On Sun, May 30, 2010 at 08:39:12PM +1200, Ralph Versteegen wrote:
>> On 29 May 2010 17:27, James Paige <[email protected]> wrote:
>> > I just noticed that NPC state saving/loading appears to be broken!
>> > If you save, and then load, the NPCs all go back to their starting
>> > locations!
>> >
>> > Does anybody have any idea how long this has been broken? Has it ever
>> > saved/restored correctly?
>> >
>> > ---
>> > James
>>
>> Complete disaster!
>>
>> The oldest version I am compile with my current FB build is Voxhumana,
>> Jan 2008. And that doesn't save NPCs.
>
> Pepsi Ranger tested and confirmed that this was not working all the way
> back to a 2002 version.

He said he tried a 1998 version. And I just tried a version from May
2000 myself, where NPCs reset both when loading from the title screen,
and with quick-load.

> As far as I can tell it has always saved, and always loaded, but then it
> apparently it immediately gets clobbered by preparemap :P
>
> I guess that explains why I have never heard complaints from people who
> rearrange their NPCs in custom and then wonder why they don't move when
> they test playing their game.

Any further ideas for how we can deal with that? We could have a
mapstate saving option "Save in savegames, unless RPG modified" but
that would reset the map if a tiny change occurred. We could load the
saved state and then move, add or delete NPCs if they've since been
edited in the .RPG (either location or definition I suppose, in case
the meaning of an NPC changed), which would require versioning each
NPC.

"Don't save state when leaving"
"Remember state when leaving"
"Ignore saved state, load anew"
"Save state in saved games"
"Save state in saved games, but update any NPCs modified in .RPG file"


Other map data only changes through scripting, but the ability to save
them in save games would still be desired. I suppose we'll have to
leave it up to people solve through scripting (ie, as above but
without the last option).

> I'll comment out the saving of NPC data for the first release with the
> new sav format, and then we will tackle adding it as if it is a brand
> new feature.

Well, at least the solution is very easy.

>> If NPCs aren't being saved, do we really need to save empty hero
>> slots? :P That is just so ludicrous!
>
> That is a totally separate issue. Ludicrous but still apropriate.
>
> Hero commands like "set hero data" work on empty slots. I know I used
> hero slots to store the high score data in Don't Eat Soap. Looks like I
> did pre-fill those slots with dummy heroes, but I don't know if anybody
> else has made use of empty hero data in that way.

I have heard that Ziggurats for Red Turtle stuffs data into every
available nook because of running out of global variables, so that's
one possibility.

> Since the RSAV format doesnt store hero stats when they are zero, the
> space wastage isn't actually that bad.
>
> ---
> James
> _______________________________________________
> Ohrrpgce mailing list
> [email protected]
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
_______________________________________________
Ohrrpgce mailing list
[email protected]
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

Reply via email to