Re: [Warzone-dev] Savegame incompatibility rc1-rc2
2009/5/27 bugs buggy buginato...@gmail.com: That is why we should revert, and fix this error another way, like I explained before. Do you have a good way of fixing the error? If you do, I welcome it. Otherwise, I think this bugfix is more important than skirmish savegame compatibility (campaign savegames are fine). Another idea - when the script loader breaks like it does here, just restart the AIs? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote: Another idea - when the script loader breaks like it does here, just restart the AIs? Won't work for campaign scripts. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On Thursday, 28 May 2009 at 2:31, Zarel wrote: Do you have a good way of fixing the error? If you do, I welcome it. [Wed May 27 2009] [20:27:10] cybersphinx Hm. Making the truck template unchangeable (perhaps for player 0 only) should fix it as well, without compatibility problems. [Wed May 27 2009] [20:30:36] BuginatorI guess we could also make a hardcoded template for the AI, and don't copy it in the first place... New savegame revision, where the new scripts are saved in a new block. If that doesn't exist, adapt the old scripts to the new format. Otherwise, I think this bugfix is more important than skirmish savegame compatibility (campaign savegames are fine). See e.g. http://developer.wz2100.net/ticket/536 for a victim of this. I don't want to revert anything just to check if I can reproduce a bug (and this was the first time I encountered this issue, so I wouldn't have known even what to revert). ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On Thursday, 28 May 2009 at 11:35, Per Inge Mathisen wrote: On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote: Another idea - when the script loader breaks like it does here, just restart the AIs? Won't work for campaign scripts. Special case for skirmish? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
2009/5/28 Per Inge Mathisen per.mathi...@gmail.com: Won't work for campaign scripts. Campaign scripts aren't broken, so that's not an issue. :P Besides, skirmish AI changes a lot more than campaign AI does. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On 5/28/09, Zarel zarelxx...@gmail.com wrote: 2009/5/27 bugs buggy buginatxx...@gmail.com: That is why we should revert, and fix this error another way, like I explained before. Do you have a good way of fixing the error? If you do, I welcome it. Otherwise, I think this bugfix is more important than skirmish savegame compatibility (campaign savegames are fine). Another idea - when the script loader breaks like it does here, just restart the AIs? I still don't think you understand the issue, if we have 2 members for each struct, x1=10, x2=20, y1=5, y2 = 6, then it is fine. If one of the structs now has 3 entries, it doesn't match the data, so the first struct will now have 10,20,5 and the other struct will have 5,(whatever the next value is), and so on. We would have to reset all values, and that would mean the savegame is nothing like it was before. Not to mention actually coding that would be difficult, since as you may have noticed, the scripts aren't exactly easy to debug, to see what went wrong. I still think the bugfix is *very* minor, and isn't worth breaking the savegames at this point. Lots of the old savegames are used to debug issues as well. I know I have at least 30+ that I use for testing various things in the engine... Reverting is the correct choice, IMO, and it will save us from the numerous 'bug' reports and other issues involved with breaking a savegame. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
2009/5/28 bugs buggy buginato...@gmail.com: I still don't think you understand the issue, if we have 2 members for each struct, x1=10, x2=20, y1=5, y2 = 6, then it is fine. If one of the structs now has 3 entries, it doesn't match the data, so the first struct will now have 10,20,5 and the other struct will have 5,(whatever the next value is), and so on. We would have to reset all values, and that would mean the savegame is nothing like it was before. ...why? I am indeed suggesting that we reset all values, and I don't see why the savegame would be affected. Remember, this is in skirmish, not campaign. The worst that happens is that the AI is disoriented for a few seconds while it recounts its units and structures. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
2009/5/28 Zarel zare...@gmail.com: ...why? I am indeed suggesting that we reset all values, and I don't see why the savegame would be affected. Remember, this is in skirmish, not campaign. The worst that happens is that the AI is disoriented for a few seconds while it recounts its units and structures. Heck, I've suggested the exact same thing as a temporary solution to script crashes. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Savegame incompatibility rc1-rc2
Due to a small change in scripts that change the behaviour that the AI copied whatever truck the human player had, skirmish savegames (only) are incompatible between rc1 and upcoming rc2. Should we revert the change or let it be? - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On Wednesday, 27 May 2009 at 8:14, Per Inge Mathisen wrote: Due to a small change in scripts that change the behaviour that the AI copied whatever truck the human player had, skirmish savegames (only) are incompatible between rc1 and upcoming rc2. Should we revert the change or let it be? Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible, but savegame compatibility is important (esp. for campaign, which doesn't seem affected - this time). ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
Hi all, Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible, but savegame compatibility is important (esp. for campaign, which doesn't seem affected - this time). If campaign still works then leave it. That is the most important. Regards, Freddie. PGP.sig Description: This is a digitally signed message part ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On 5/27/09, Per Inge Mathisen per.mathi...@gmail.com wrote: Due to a small change in scripts that change the behaviour that the AI copied whatever truck the human player had, skirmish savegames (only) are incompatible between rc1 and upcoming rc2. Should we revert the change or let it be? I meant to comment on this before, I just forgot. Anyway, if you see a error like: error |01:21:11: [eventLoadContext] Context 1 of 6: Number of context variables (946) does not match the script code (945) The addition of aiconstructor is the root cause, and I don't think we could fix it in the savegame file. It just is, the old AI code had 945 variables, and the new AI code has 946. The change in the script does fix a issue that could be abused, and it is semi rare. We would get allot of flak over not being able to load 2.1.x, since people do make collections of savegame files, and we have tried hard in the past to not break savegames, with the exception of a certain 2.1 beta ... I am thinking it is better to revert, and rethink how we can fix this in the future. It would require a new savegame format + a way to detect which version of the scripts we are using. Then based on that, we can use the correct scripts. (Still a huge PITA) Which also means that when trunk goes to LUA, 2.3 and 2.2 will start to drift farther farther apart... and upkeep on 2.2 will start to lagger ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On 5/27/09, Per Inge Mathisen per.mathi...@gmail.com wrote: Due to a small change in scripts that change the behaviour that the AI copied whatever truck the human player had, skirmish savegames (only) are incompatible between rc1 and upcoming rc2. Should we revert the change or let it be? Breaking the savegame format in the middle of RC* is ungood, especially since this appears to be a minor issue. Given the upcoming Lua integration with the changes and possibilities that brings, it is better to wait and break things all at once. At that time, we can add fixes and features like version identifiers. Better to revert for now. -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
2009/5/27 Christian Ohm chr@gmx.net: Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible, but savegame compatibility is important (esp. for campaign, which doesn't seem affected - this time). Wouldn't it just be a matter of suppressing this error? error |01:21:11: [eventLoadContext] Context 1 of 6: Number of context variables (946) does not match the script code (945) If it causes problems, see where to reindex the variables? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Savegame incompatibility rc1-rc2
On 5/28/09, Zarel zare...@gmail.com wrote: 2009/5/27 Christian Ohm chr@gmx.net: Keep the fix _and_ make rc2 load rc1 savegames? Not sure if that's possible, but savegame compatibility is important (esp. for campaign, which doesn't seem affected - this time). Wouldn't it just be a matter of suppressing this error? error |01:21:11: [eventLoadContext] Context 1 of 6: Number of context variables (946) does not match the script code (945) If it causes problems, see where to reindex the variables? It saved the game with the old script, so it saved X variables. It now is reading in the new script, and it sees it (the savegame) has X variables instead of Y variables that we now have. It doesn't know what has changed, and we can't really hack it in the savegame level to 'detect' what has changed very easily. Remember, savegames are basically memory dumps. That is why we should revert, and fix this error another way, like I explained before. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev