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Initial savegame back to work #661
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addons/escoria-core/game/core-scripts/esc/esc_object_manager.gd
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addons/escoria-core/game/core-scripts/esc/esc_object_manager.gd
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addons/escoria-core/game/core-scripts/esc/esc_object_manager.gd
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Generally the saved games worked. Here's the issues I found.
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Retested tonight
Everything else I tested worked as expected. |
Should be fixed.
I tried to reproduce but couldn't either. Strange one :/
I could reproduce this. Fixed.
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@balloonpopper Cases 1, 2, 3 and 4 should be fixed in current state. |
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Note: this PR is ok for review. Don't mind the conflict, I'll fix it soon. |
addons/escoria-core/game/core-scripts/esc/commands/set_direction.gd
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addons/escoria-core/game/core-scripts/esc/commands/sched_event.gd
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addons/escoria-core/game/core-scripts/esc/commands/set_direction.gd
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addons/escoria-core/game/core-scripts/esc/commands/set_direction.gd
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addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd
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@StraToN Tested this tonight Issue 2) Hitting enter doesn't work when supplying a name for the save Issue 3) Loading room 1's scene I get this error 4 times Issue 4) I start in room 1, walk to room 2, walk back to room 1. Using the left door in room 2 the game crashes with I'm also seeing a bunch of errors in the debugger, I don't recall seeing any of these except the navigation warning. Issue 5) Start in room 1. Walk to room 2. Use the button and cross the bridge. Save. Load save from Issue 1. Try to exit room 1. Crashes with the error in issue 4. I'm having trouble testing as I get issue 4 after every reload so I'll stop here. From what I could test in the first few rooms, it appears that the state of the pictures in room 1 and the buttons in room 2/3 were all being reloaded correctly. |
Good testing. Yeah, we should almost always being using |
As discussed on discord 14/10/23, please save the "is disabled" flag for collision shapes as part of items in save games. |
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Important note : only blocking commands can be saved at the moment, as scheduled events are ran in the _front channel and disappear immediately as they are run, unless they are blocking. |
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Fix: multiple left clicks on bg don't allow player to fly above navigation holes Save terrain nodes into savegames Fix savegames loading: set enabled terrain Fixes issue godot-escoria#217 Fixes issue godot-escoria#209 Apply suggestions from code review Add settings into savegame Fix: on savegame load, only add item to inventory if global is true fix: Clear globals before loading Add a "New game" option in Pause menu Fix: save correct initial position of NPC Fix: duplicated cameras in room on savegame load from same room Fix: new game button didn't work multiple times in a row Savegames: manage music resume on savegame load Set initial state of ESCItems so that they are saved in savegames Fix: saved escitems weren't loaded to their correct orientation On savegame load, resume ongoing event Fix: don't set_state if state is empty in savegame Fix: starting new game while an event is running now works Add scheduled events to savegames Co-authored-by: Duncan Brown <[email protected]> Some more fixes Apply suggestions from code review Co-authored-by: Duncan Brown <[email protected]> Apply suggestions from code review Fix: trigger_out event was fired when loading a saved game while player was in a trigger area Add documentation Fix: allow enter key to validate savegame name Fix Running Event loading execution Manage scheduled events (test in room16) Fix some potential errors Thanks @enekonieto Fix core referencing plugin content bugfix: fix loading non string globals fix: Reset event's statement to resume to 0 if event was completed feat: Save/load ESCItem.custom_data fix: remove logs Save target for camera to follow This resets the cameraat the right position after loading a game Managing inventory items order at game save & load
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After applying my last PR saving a game in room01 and then loading crashes:
I don't know how to solve... But the save system has improved a lot with your last commit. You can now combine paper and pen from room05, go to room06 and save. After loading (skipping the current error) room05 does not have paper and pen and you have the combined item in inventory. I think this is the first time this works, good work! |
Thank you for your encouragements. I want to apologize for the long time waiting for this to progress again at last ; I am just getting back to it after a long period of professional transition (still currently ongoing though) that was sucking all my time and until recently my motivation. But it is finally getting back somehow. Anyway : I have observed the same issue. The reason is that saving now saves all objects recorded in the Objects Manager, so we don't loose them (or, at least, their properties that changed from default). But I need to change how loading works so that we don't apply ESC commands onto objects that are not in the current room (because other rooms are not loaded, so aren't the objects they contain). |
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Fixes issue godot-escoria/escoria-issues#217
Fixes issue godot-escoria/escoria-issues#209
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