MantisBT - Zandronum
View Issue Details
0000066Zandronum[All Projects] Bugpublic2010-09-27 17:542018-09-30 20:09
unknownna 
Torr Samaho 
lowminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98c 
1.0 
0000066: save/load game issues
The save game menu/console save should be disabled if the current game is on a server. The load game menu is disabled, but the others aren't.

I noticed that if you manually disconnect from a server through the console, then load a saved game, the sound system will bug up and repeat one sound all the time. All other sounds are voided. In the console, it says: "unknown object (0) in archive". It stays like that until you close Skulltag. If you then close Skulltag, it'll freeze.

Also, if the game was in an emulated multiplayer state before loading a saved game, the loaded game will also become an emulated multiplayer game, even though the saved game originally wasn't.

On a side note, what's the difference between 'netgame' and 'multiplayer'? Both seem to enable multiplayer emulation.
No tags attached.
zip CrashReport.zip (22,351) 2010-10-04 22:18
/tracker/file_download.php?file_id=25&type=bug
Issue History
2010-09-27 17:54unknownnaNew Issue
2010-10-03 17:10Torr SamahoNote Added: 0000252
2010-10-03 17:23Torr SamahoNote Added: 0000254
2010-10-03 17:23Torr SamahoAssigned To => Torr Samaho
2010-10-03 17:23Torr SamahoStatusnew => feedback
2010-10-04 01:01unknownnaNote Added: 0000260
2010-10-04 01:01unknownnaStatusfeedback => assigned
2010-10-04 18:36Torr SamahoNote Added: 0000262
2010-10-04 18:36Torr SamahoStatusassigned => feedback
2010-10-04 22:13unknownnaNote Added: 0000272
2010-10-04 22:13unknownnaStatusfeedback => assigned
2010-10-04 22:18unknownnaFile Added: CrashReport.zip
2010-10-04 22:19unknownnaNote Edited: 0000272bug_revision_view_page.php?bugnote_id=272#r114
2010-10-05 20:03Torr SamahoNote Added: 0000275
2011-02-06 17:28Torr SamahoNote Added: 0000979
2011-02-06 17:28Torr SamahoAssigned ToTorr Samaho =>
2011-02-06 17:28Torr SamahoStatusassigned => feedback
2011-02-06 17:42unknownnaNote Added: 0000981
2011-02-06 17:42unknownnaStatusfeedback => new
2011-02-06 17:43unknownnaNote Edited: 0000981bug_revision_view_page.php?bugnote_id=981#r471
2011-02-06 22:30Torr SamahoNote Added: 0000991
2011-02-06 23:36Torr SamahoAssigned To => Torr Samaho
2011-02-06 23:36Torr SamahoStatusnew => feedback
2011-02-07 07:33unknownnaNote Added: 0001005
2011-02-07 07:33unknownnaStatusfeedback => assigned
2011-02-07 11:47Torr SamahoStatusassigned => resolved
2011-02-07 11:47Torr SamahoFixed in Version => 1.0
2011-02-07 11:47Torr SamahoResolutionopen => fixed
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 20:09Blzut3Statusresolved => closed

Notes
(0000252)
Torr Samaho   
2010-10-03 17:10   
FYI, 'netgame' and 'multiplayer' do exactly the same. We keep both for legacy reasons.
(0000254)
Torr Samaho   
2010-10-03 17:23   
This should disable saving in multiplayer and fix the loading after disconnect issue.
(0000260)
unknownna   
2010-10-04 01:01   
Yes, the menus are disabled and the freeze when loading after a disconnect is gone.

But it seems to have a typo or something:
"You can't do load while in a net game!"
vs
"You can't save while in a net game!"

And IMHO, the messages displayed when trying to save/load through the console should be synchronized with the messages displayed when trying to save through the menus.

I noticed another thing. If you type "save test" in the console, the next command/character you enter won't be on a new line, but next to the former message.

If offline, the multiplayer emulation passes on to the loaded game even though the saved game originally wasn't in an multiplayer emulation. This doesn't happen when you disconnect, then load, though.
(0000262)
Torr Samaho   
2010-10-04 18:36   
The message is not a typo, the load message comes from ZDoom and I keep it like it is for consistency reasons. I don't like the "do" in there though and intentionally didn't include it in the Skulltag specific save message.

Having the messages not synchronized is also what ZDoom does here. The reason probably is that strings in the menus are externalized to the LANGUAGE lump and include the "press a key" part which doesn't make sense in the console message.

Regarding "save test", how does it behave in GZDoom 323?
(0000272)
unknownna   
2010-10-04 22:13   
(edited on: 2010-10-04 22:19)
Seems to work properly there. It works properly offline, both in GZDoom and Skulltag. It's when you try to save the game online and get the "You cannot save the game in multiplayer." warning message. The next line will be next to the warning message.

I agree with the idea of having the messages synchronized with (G)ZDoom for consistency, though.

EDIT:

BTW, I managed to make r2967 crash. Every time I quit Skulltag from an online game, Skulltag yields a fatal error. But I don't know what causes it.

(0000275)
Torr Samaho   
2010-10-05 20:03   
I added the missing new line at the end of the error messages.

You can disregard the crashes in 2967, I already fixed them in 2969.
(0000979)
Torr Samaho   
2011-02-06 17:28   
Small recap: The only things that still needs to be fixed is the following, right?

> Also, if the game was in an emulated multiplayer state before loading a saved game, the loaded game will also become an emulated multiplayer game, even though the saved game originally wasn't.
(0000981)
unknownna   
2011-02-06 17:42   
(edited on: 2011-02-06 17:43)
Yes, you're right.

(0000991)
Torr Samaho   
2011-02-06 22:30   
Ok, this should take care of the this for newly created save games.
(0001005)
unknownna   
2011-02-07 07:33   
Yes, it took care of it. Saved games now retain their original state, emulated or not.