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 Post subject: New savegame revision
PostPosted: Fri Jun 18, 2004 3:42 pm 
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OpenTTD Developer
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This topic aims to collect all things we need to change in the new savegame revision. Feel free to edit.

  • Change all the dates from 16bit to 32bit (applies even to the points above) (optional - this will take a lot of work so do that only if someone will volunteer to do it, but please do not block the revision bump by this if it would take too long)


Please add yours. This topic should be periodically editted and purged as new savegame revisions are rolled out..

-----

Note that a more liberal policy has been adopted lately and we just bump the revision number whenever necessary. Therefore this topic has been deemed obsolete and I'm unstickying it.

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Last edited by pasky on Fri Apr 01, 2005 12:24 pm, edited 3 times in total.

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 Post subject:
PostPosted: Fri Jun 18, 2004 6:56 pm 
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just curious, you are going to use the same variable for waypoints and stations ? (byte stat_id) [or variable name] wouldn't be better to change it to byte wayp_id :?:

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 Post subject:
PostPosted: Fri Jun 18, 2004 7:14 pm 
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class_id+stat_id is for custom stations graphics - it contains id of the particular custom station definition in a particular class. However for checkpoints the class_id is always 'WAYP' so there's no need to save it.

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 Post subject:
PostPosted: Sat Jun 19, 2004 12:34 am 
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Will the next release be compatable with existing OpenTTD (ie <= 0.3.2.1) save games?

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 Post subject:
PostPosted: Sat Jun 19, 2004 5:57 am 
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Savegame versions are always downward compatible. But you won't be able to load the new savegames into an old version of OpenTTD, of course.

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 Post subject:
PostPosted: Sun Jun 20, 2004 10:37 pm 
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  • Save 'pause' field in savegames too. Needed for multiplayer to function correctly.


I think this is the easiest way to communicate the saved-game state of a game to the other players.

May I also urge the implementation of the savegame revision bump? Pasky cannot continue his work, and I keep getting bug reports about airports :(

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 Post subject:
PostPosted: Mon Jun 21, 2004 11:25 am 
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The new revision was finally done by ludde, so I updated the master topic and removed the items which got implemented there. I'll also make the topic sticky so that it can serve for future generations as well.

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 Post subject:
PostPosted: Mon Jun 21, 2004 4:03 pm 
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****, now i'm too late. Another byte value for each player would be nice: cheats. So we can trace what cheats were used (up to 8 cheats possible).

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 Post subject:
PostPosted: Tue Jun 22, 2004 3:06 pm 
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Somewhere to store the bribe attempts and whether the players are locked out of the Local Authority window too would be a good thing, in the next saved game revision - I never implemented this to be saved in the game, but it should, really.

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 Post subject:
PostPosted: Thu Jul 08, 2004 4:14 pm 
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Store an additional difficulty setting (town council's attitude towards area restructuring). This is an int at the end of the GameOptions struct.

This needs to be kinda hacked in like st->airport_flags, since it increases the GameOptions struct by an int. Until then, patch cannot be added, since it will screw loading games. When done, please apply patch [ 987498 ] Extra Dynamite Fixes etc.


And also we can remove alpha-order from the savegame since it's not used anymore

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 Post subject:
PostPosted: Fri Jul 09, 2004 9:33 am 
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We need a is_active variable in the Player struct. Currently the name of the company is used to determine if this company does exist. If (name_1!=0) the company exists. That's not only ugly, it also results in two serious bugs:
I can do all the other adjustments once is_active is stored in the savegame.

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 Post subject:
PostPosted: Sun Jul 11, 2004 7:47 pm 
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I've taken the liberty to bump the savegame format to version 4, after getting my patch approved from two people. These are the changes:

  • Store the _cheat struct to remember if a cheat has been used before.
  • Store failed bribe attempts so that saving/loading game won't reset them.
  • Store an additional difficulty setting (town council's attitude towards area restructuring). This is an int at the end of the GameOptions struct.
  • Remove alpha_order from stations since it's obsolete.
  • Store _pause (mainly for multiplayer)
  • Add is_active to Player struct.

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 Post subject: For revision 5
PostPosted: Tue Jul 27, 2004 12:07 am 
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Joined: Sat Jul 17, 2004 3:04 pm
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Location: Sweden
I would want
  • Add exclusive_rights to City-struct
  • Add exclusive_rights_owner to City-struct
  • Remove blocked_months from Station-struck as it will become obsolete


As I plan to move the exclusive-rights from the stations and to the city for better control.
And if I can't save the information in the save-file it would be rather useless!
Working on the patch right now!


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 Post subject:
PostPosted: Thu Jul 29, 2004 4:14 pm 
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Engineer
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Joined: Fri Jun 25, 2004 3:20 pm
Posts: 76
Location: Enschede, Netherlands
Add uint16 arrived_at_station to Vehicle struct. This is needed for the fifo loading patch I am working on (It's kinda done already, I'll upload it to SF soon, only still needs the savegame part).

Matthijs


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