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Re: game_save / game_load : HELP [Re: HeelX] #203210
04/20/08 13:13
04/20/08 13:13
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Thanks guys \:\)

I agree HeelX, I am going to replace game_save / game_load with my own funciton that reads paths stored in an array, and then switches the proxy model for the one defined in its path.

TBH: this method opens up some other advantages in terms of level loading, knowing in advance the number of entities to load etc, allows a realtime loading bar to be implemented.

Better still if I can get the export of this array to be formatted in XML it will allow new tools to be added, and for better access to entity skills and so forth.

I decided to test the core save/load functionality of A6 before I embarked on, as it may have provided sufficient support. It's clear that it doesn't.

Thanks for the assistance with this investigation, I have a clear task now.

As for compiling the functions into a DLL, thats a possible, we certainly will want to share our tool set with others, possibly even the community here, and DLL's will make that easier to share.

Thanks again guys, I will undoubtably post here when I have it working.


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Re: game_save / game_load : HELP [Re: indiGLOW] #203376
04/21/08 17:45
04/21/08 17:45
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
Serious User
indiGLOW  Offline OP
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Just wanted to wrap up here \:\)

After my initial investigations and with the help of peeps here I have established that game_save / game_load does not allow dynamic paths (not defined in any WDL) to be stored and ultimatly reloaded.

I have now implemented an Array to store model paths, with all added assets being assigned an unique ID which corrosponds to the the array. During save / load the level is deconstructed and replaced with proxy place holder assets.

This was achieved using ent_morph.

Once all entities had been replaced in this way, a standard game_save was actioned. After the save, and during loading, the reverse happens. Proxy entities are swapped according to the path stored within the array.

This entire process is invisible to the end user, and provides a very sensible solution to this issue.

Thanks to everyone here for offering their help, especially Uhrwerk and HeelX for helping me work through this problem. Our level editor is now almost completed and we can really turn up the volume on asset production.

Thanks again


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