Realy? 0_0It seems importing saves from previous version needs to be debugged. Unfortunately, I cannot do it alone, as my old saves work. So if you want to help me debug the issue, please sent me saves from previous version that do not work with current version at my e-mail:
m.velesk@gmail.com
thanks
what's new?
i dont know if you will even see this but thanks for your work on these games. and even more for trying to help those that arn't even paying you. sorry some people are so rude about something they havn't even paid for. take care and i hope these negative interactions are in the minority and not the majority.DrWho8248 stop with the toxicity. I already explained it to you two times and someone other also explained to you, but you seem to be incapable to understand it. Despite that, I will try to explain one more time:
When the game is in development together with the engine it runs on, it is IMPOSSIBLE to make save back compatible. If you are not a clairvoyant or a farseer, you cannot predict how the engine will develop and what structure the save WILL have in the FUTURE. Once again, if you don't know the future, you cannot predict the future. I cannot explain it any simpler. This is valid for ALL games in develipment, even AAA games. When a new version comes in most games, old saves are invalidated. The only exceptions are games that are developed on already FINISHED ENGINE - like unity, rpg maker or all of the visual novels. This is the last time I'm writing you this, I swear (even though I thought so last time.).
screen ?Does anyone have any tips on avoiding out of memory errors ?
You can't predict but you could try converting them when someone tries to load a game.When the game is in development together with the engine it runs on, it is IMPOSSIBLE to make save back compatible. If you are not a clairvoyant or a farseer, you cannot predict how the engine will develop and what structure the save WILL have in the FUTURE. Once again, if you don't know the future, you cannot predict the future. I cannot explain it any simpler. This is valid for ALL games in develipment, even AAA games. When a new version comes in most games, old saves are invalidated. The only exceptions are games that are developed on already FINISHED ENGINE - like unity, rpg maker or all of the visual novels. This is the last time I'm writing you this, I swear (even though I thought so last time.).
My personal advice is to save often. That's what I do and when an out of memory error comes, I just restart the game.Does anyone have any tips on avoiding out of memory errors ?
That is what I'm doing. But unfortunately, errors are unpredictable when you are changing the engine. For example, NPC use scripts to code their behavior. Now, if you change scripts themselves, add some or remove some, what would you do with NPCs in save files that still have old versions of scripts? Some old scripts may not exist now, some may change functionality and there may be some new ones that old characters don't have. This creates a terrible cascade of incompatibility that theoretically can be solved but practically it would take more time than coding the content itself. So I could make the saves more backcompatible, but then updates would not come out each month, but each two months. And it still would not guarantee that old saves could be imported without bugs.You can't predict but you could try converting them when someone tries to load a game.
Create a new save file when someone tries to load an older save using default variables for everything and just export the compatible values from the old save on top of it. That's how many games workaround this issue.
Errors will still exist but the compatibility should increase.
velesk, couldn't be a posibility to provide a complete save from previous version in every new update? As Nenad Asanovic used to do while developing Adventures of Willy D, that had similar engine issues than yours.That is what I'm doing. But unfortunately, errors are unpredictable when you are changing the engine. For example, NPC use scripts to code their behavior. Now, if you change scripts themselves, add some or remove some, what would you do with NPCs in save files that still have old versions of scripts? Some old scripts may not exist now, some may change functionality and there may be some new ones that old characters don't have. This creates a terrible cascade of incompatibility that theoretically can be solved but practically it would take more time than coding the content itself. So I could make the saves more backcompatible, but then updates would not come out each month, but each two months. And it still would not guarantee that old saves could be imported without bugs.
I'm usually providing save when the new content is further in the story and it would take a long time to get to it. But for example, in this month update, the new content is about Ella and Pyia. You got access to Ella intermediately and to Pyia in a second day. So even without save, you can see new content practically right from the start. Also, as my game is open world and non-linear, it would not make sense to provide complete game save, is you would miss all the content.velesk, couldn't be a posibility to provide a complete save from previous version in every new update? As Nenad Asanovic used to do while developing Adventures of Willy D, that had similar engine issues than yours.
Fair enough. It's my personal problem to have a mild OCD and feel that must complete the full game everytime, your point is completely fair. Thanks for the answer and of course for the game!I'm usually providing save when the new content is further in the story and it would take a long time to get to it. But for example, in this month update, the new content is about Ella and Pyia. You got access to Ella intermediately and to Pyia in a second day. So even without save, you can see new content practically right from the start. Also, as my game is open world and non-linear, it would not make sense to provide complete game save, is you would miss all the content.