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Showing results for tags ' saves'.
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Now most of project data is stored in xml files. And some of them are not pure xml files but MS Excel tables saved in xml format. They contain vast volume of excess information (such as column size, font styles etc). This information gives no help to game but: - increase volume of files (it is critical - game already include over 180Mb of XMls) - force you to use two different data reading modules, and it is a potential source of sudden bug (I stepped on this rake in my projects). I propose to unify data format. Preferrably as real XML, not "XLS as XML" My second proposition is save game in XML format too. Yes, it will increase volume of savegame file, but (by my experience) very much simplify debugging process. And in final release you can just add any simple-but-reliable zipping+crypting procedure to prevent savegame cheating. Only big minus I see - such save will reveal some of game's "inner kitchen". How to rate this risk is up to DEVs. PS. If such themes are not disputable, or if you prefer not to discuss game innards openly (moreover with outsiders), or "just who are you a_beorning to teach us how to write software " - DEVs, just say so (here or in PM), and I drop it, with no hard feelings on my part.
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If I understand correctly, save file structure and data is changing from one version to another. It's a reason why savegames from prevoius release are unusable. It's good when some of most irritating bugs are fixed. But it's nevertheless annoying to abandon game and start everything from the scratch. Is it possible to supply new versions with a simple (maybe even command-line) tool for converting old savegames to new format? At least geoscape saves, not combat? If not, maybe include a version info in savegame, just to check when load and exclude situation when user guessing "is it a long loading process, or a bug, or I mistakenly selected a save from previous hotfix game?"