Hi, I found some more bugs with saving and loading. Please see below. zenith doesn't remember special activation state (if it should gather meteors or not) after save/load, likely there are other entities that don't remember their state across save/load. It would be good to check them all. saving and loading doesn't work in multiplayer. It behaves like starting a new map and asks to pick commander. It would be great if you could resume multiplayer games. Ideally with a screen allowing players to join, and pick which player they will play as from the save. saving and loading terraformed land is incorrect. Seems to create a hollow area sometimes in the middle of a narrow pyramid (eg. for one turret). So I had a Stardust turret on a small pyramid, and after load the pyramid was still there (maybe not as tall), and the turret was sunk into the ground in the middle of the pyramid creating a hollow pyramid. saving and loading games with terraformed land seems to corrupt saves (it works sometimes, but other times it seems to corrupt saves and you start the map from the beginning when loading the corrupted save. restoring terraformed land causes land to appear terraformed around edges of where land was terraformed, then restored. If you then try to restore this new line of terraformed land, it will be restored, but it will just create another line of terraformed land further out.
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Other units such as the special top tier ones build from the last factory with cloaking such as the spider, flying plane engineer, etc also don't save their cloaking states saved. Someone needs to go through the code for all the units and buildings one by one and make sure all their settings are persisted. It's too much to individually find and report individual properties for each unit that aren't saving. I think the issue I reported with buildings being inside raised terraformed terrain are likely at default ground level. Some buildings save and load correctly with their height value, other do not. Hope all this helps. Great game as usual, I would love for all these issues to be fixed to make the game even better.
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any update on this? I would love it if these were fixed as I use save/load a lot. Thanks :)
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I don't expect any of these to be fixed in the near future, unfortunately. (Unit states could be done fairly quickly once someone gets around to them, but terraform is likely to be complicated, and MP saves may never make it in)
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They should be fixed as saving and loading is mostly there and a very popular feature, especially with more players coming in with the steam release. I and many other use it all the time. It would alienate many players not to have save and load working. Plus with all the crashes, it's pretty much a requirement especially for the campaign that crashes frequently. With more players, more people will play the campaign as well. In any case, it's an extremely important feature and it seems like it's almost there. I wouldn't think it would be hard to fix. Even the terraforming saves in some cases, so it seems to me like it might be an easy fix as it sometimes doesn't save.
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This should fix terraform issue. If not - report (once it's merged and released in the new version of ZK)
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The build with the fix is up, for feedback.
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Awesome, thanks guys. Can someone please make a pass through all the units and buildings and make sure all their state data is saved/loaded that would be awesome too. Also any chance of save/load in multiplayer? Most of the stuff seems to be there already. I read that you can rejoin games in progress. It would be great to have even a simple option to load a game and go to the game lobby where the teams and player slots are loaded from the save. Then when people join, they can decide which existing player slot to take over, then hit load/start game. I would really love this feature. Can we have LAN or direct IP play as well? I love the online multiplayer but offline is really important to me. Thanks for everything. I'm loving the game so far and the community and devs. Thanks for fixing the issues I am reporting.
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LAN-levels of latency may already be implemented. Test the results in steam coop.
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LAN-levels of latency? I'm asking for direct IP play preferably or at least LAN play. No fancy GUI needed, just a prompt for joining a host via IP and port. Also I don't like steam, I use the portable version.
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Direct IP play for the non-steam version isn't planned. We have fairly limited developer manpower and one of the reasons we use Steam is so that we don't have to reimplement the things they provide by ourselves.
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That's understandable, thought I would love to have that feature in the portable version. It should be easy to implement as the multiplayer is already working, it should essentially be just a host and port prompt. How does steam do direct IP? I have never seen steam providing direct IP for anything.
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saved and loaded in the campaign terraforming mission and noticed the following: -terraformed land seemed to come back (not sure if it was all accurate or not, will do more testing), but the texture was the original map texture not terraformed texture as it should have been -commander could cloak (i had upgrade) and it cloaked but the button to toggle cloaking seemed to be missing -some enemy turrets near the bottom right island seemed to disappear or maybe the scouting changed after load. not sure but it seemed a bit different. if someone has time, test save/load on this map with terraforming. I will report my findings as I play more.
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Okay, did some more testing with the terraforming fixes and so far they seem good. Didn't have any issues with it yet aside from the texture being wrong (original map texture instead of terraform texture) after save and load, but so far the height and shape seems to be correct and turrets placed on top haven't gone into the ground yet. I also noticed that there is something wrong with the hitboxes (maybe related to terraform?) for the Cerberus and Caretaker. Scenario to reproduce: -Level terraform land and raise it up high around 480 height. Make sure the land is a flat rectangle that is exactly wide enough to fit one shield(Aegis) and one cerberus touching each other. The terraformed land can be long, but just wide enough to fit exactly these two side by side. -build a caretaker at the left side of the land, then a cerberus on the right side of the land. You will notice the cerberus is bigger then the available room and overlaps the caretaker, yet you can build it and finish the construction with the two units overlapping. -if you now try to place the caretaker, the hitbox will indicate that it's overlapping the cerberus, but when building the cerberus after the caretaker, it lets you do it. Has anybody started going through and fixing saving and loading unit states? I have to say, saving and loading is looking much better. Thanks!
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RandomX, I experienced many of the things you reported as well and I would also love an offline mode, and a direct IP multiplayer that you can play offline. I love the online multiplayer, but I also want to play often without requiring online update and online only multiplayer.
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quote: -terraformed land seemed to come back (not sure if it was all accurate or not, will do more testing), but the texture was the original map texture not terraformed texture as it should have been |
This is expected, terraform texturing has some non-trivial implementation, so I decided it's hardly worth efforts quote: I also noticed that there is something wrong with the hitboxes (maybe related to terraform?) for the Cerberus and Caretaker. Scenario to reproduce: -Level terraform land and raise it up high around 480 height. Make sure the land is a flat rectangle that is exactly wide enough to fit one shield(Aegis) and one cerberus touching each other. The terraformed land can be long, but just wide enough to fit exactly these two side by side. -build a caretaker at the left side of the land, then a cerberus on the right side of the land. You will notice the cerberus is bigger then the available room and overlaps the caretaker, yet you can build it and finish the construction with the two units overlapping. -if you now try to place the caretaker, the hitbox will indicate that it's overlapping the cerberus, but when building the cerberus after the caretaker, it lets you do it. |
Would it be possible that you make a few screenshots, one for each important step to reproduce and post them here?
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I think it's very important to have the terraform texture after load. At first when I terraformed, I thought the texture shouldn't even be there and it would look better to use the map texture, but after playing a while longer I realized the texture is very important and here's why. Take Fields of Isis map for example, it's a quite dark and textured map. If you terraform the vertial hills near the starting location and flatten out a raised area on top, after loading, it's really hard to see that the terrain is actually level and flat and how far it extends. U have to zoom in and pan around a bit to see clearly where the boundaries are and that the land is flat. I agree that having the terraform height etc correct is much more important, but the texture is also very important to clearly see angles, height, etc. Please fix. I don't see an option to attach screenshots or files when I make a post, but it's as I described it for the hitbox issue. I described all the steps already. I'll try to describe in in ASCII: terraform and rais land on Fields of Isis (bottom left vertical mountain). Raise and flatten out the tip of the mountain to it's highest point (480 height). The terraformed land should look like this: xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx xxxxxxx next build an aegis and then a cerberus and it should look like this (a aegis, c cerberus). Note that actual dimensions are not to scale, but it's important that they both touch and go to the edge of the terraformed area: xxxxxxx xxxcccc aaacccc aaacccc aaacccc xxxxxxx xxxxxxx xxxxxxx xxxxxxx next do the same thing by building a caretaker then a cerberus (t=caretaker, c=cerberus, ? is where caretaker and cerberus overlap as the caretaker is bigger then an aegis): xxxxxxx xxxcccc aaacccc aaacccc aaacccc ttt?ccc ttt?ccc ttt?ccc xxxcccc
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The ASCII art i posted above is using fixed width font (it looked correct when making the post. Copy and paste it so it all lines up in a perfect rectangle to make it more obvious.
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ivand, can you please also go through all the units and buildings and make sure all their states are saved and loaded please. Thanks
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