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Save compatible with a new version of a custom dungeon ?

Posted: Fri Oct 19, 2012 11:48 am
by Jhaelen
Hello everybody,

I'm working on a custom dungeon, and for now I'm testing it deeply. When I found a "bug", I go back to the editor to fix it, export a new version of my dungeon, and then reopen a save with this new version. At this point, I realize that I don't see the changes I've just made a few minutes before.

Do I have to start a new game each time I modify my dungeon ? Is there a way to make new version of a dungeon "save compatible" ? Because usually I only modify items location or lights, not more, and it's tiring to start a new game each time I want to test a new fix.

Thank in advance to anybody who will answer me ;).

Re: Save compatible with a new version of a custom dungeon ?

Posted: Fri Oct 19, 2012 12:03 pm
by Wolfrug
I've only tested this once, so take it as such, but:

When I went from 0.1 to 0.2, I did so mainly because I wanted to fix a CTD with a mis-named item in the loot table of the Ogre (ogre_club instead of _hammer). At the same time I added some minor aesthetic fixes. When I updated and then reloaded a save, the CTD was gone - in other words, the Lua script monsters.lua had updated successfully and was no longer crashing the game - but none of my aesthetic fixes showed up. In other words: at least external .lua scripts can be changed, and the changes saved, when updating to a new version. But I very much doubt any changes to the dungeon layout (entities etc) can be made savegame-compatible. I don't know about in-game lua script entities; that would be interesting to know.

Hope that helps.

-Wolfrug

Re: Save compatible with a new version of a custom dungeon ?

Posted: Fri Oct 19, 2012 12:07 pm
by Drachir
For what it's worth i have seen this before as well.

Makes sense that a save will take an image of the complete state of your dungeon, but i think i have seen script changes not being actioned either. I can understand things like items and general layout being effected, but not neccesarilly scripts which i would imagine are more dynamic.

Maybe i just imagined it though... would need to re-test...unless a dev can give a definitive answer to save me the trouble :D

Re: Save compatible with a new version of a custom dungeon ?

Posted: Fri Oct 19, 2012 12:13 pm
by antti
Pretty much everything in the dungeon, including scripts, is stored in save games - this is to make sure updating a mod won't wreck save games that the end users (eg. people playing the mods) have. Without this, even small changes in the dungeon would render the save game practically unusable and prone to crashes.

The only exception that I recall is that custom assets are not stored in save games (it's not realistic to store possibly hundreds of megabytes of graphics and audio into save games).

Re: Save compatible with a new version of a custom dungeon ?

Posted: Fri Oct 19, 2012 12:18 pm
by Drachir
Makes perfect sense.

Just a bit unfortunate when a tiny tweak won't appear in a new version.

When you apply updates to a mod in Steam (in particular) you may be forgiven for thinking that your save games will pick up that tweak.

That's life though...... :roll:

The answer is get it right first time :D

Re: Save compatible with a new version of a custom dungeon ?

Posted: Fri Oct 19, 2012 12:22 pm
by Jhaelen
Ok, thank you for your answers ! I know what to do now :D ! And it makes sense, obviously.