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Can't load saved games when using my mod

Started by VGames, July 12, 2015, 06:38:37 PM

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VGames

Hey guys I'm having an issue here with my mod Perfected Doom 3. For some reason I can no longer load any of my saved games no matter what kind they are. Quick, manual, auto. It doesn't matter. They never load. The loading screen comes up, it'll load maybe around a quarter or so of the map and then the game will lock up, the windows mouse cursor will pop up, and then I'll have to exit the game with the task manager or the game will crash on it's own and ask me to exit it. Have any of you ever had this issue with my mod or any other mod or Doom 3 retail? I've had a few people here and there tell me this has happened to them in the past but when I checked my saves they loaded up fine. Some have even said they get a console message when the map doesn't load saying : Error couldn't load console.

I do not get this message. I just get a lock up. Please help if you can. I have not tried reinstalling the game because vanilla Doom 3, and all of the other mods I have like Sikkmod or Blade Yautja load saved games just fine. There must be something up with my mod.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

I remember that happening if you'd use the vehicles in the SDK.  They won't load properly.

VGames

What do u mean use the vehicles in the sdk? Like include the code or actually use the code to add vehicles to the game? I haven't added any vehicles to the game. But yeah the code for vehicles is in my source.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

Quote from: VGames on July 12, 2015, 10:51:50 PM
What do u mean use the vehicles in the sdk? Like include the code or actually use the code to add vehicles to the game? I haven't added any vehicles to the game. But yeah the code for vehicles is in my source.
,

If you use any code in your mod that isn't supported in save/load system, and you use any of those entities/effects/features, you will have issues with saving/loading games.

VGames

Oh ok. So adding the hell time code from ROE into my source which only supports DOOM 3 could be a big issue with the save and load system?

I'm gonna try using my source that I had before I started incorporating the hell time stuff and see if that does the trick. That was the last biggest thing I added to my source.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

Ok so I switched back to my source before I added the hell time code and the game loads saved games almost fine. But there's still one small problem. If I finish a map and then right after I load the next map if I try to load that next map's autosave the game will lock up just as the load bar is almost full. But if I restart the game and then load that same autosave the save loads just fine. Very strange. Better then nothing I guess. One thing I've noticed about those autosaves is that they do not have a screenshot like the other saves do. Could this be an issue?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

If you're using some RoE code it might be easier to start with RoE code as a base.  Then you're guarantied for everything to load/save.  If you can, you might have to many changes at this point.

Motorsep's right & that's why putting a vehicle in the map & saving/loading the map doesn't work: the vehicle stuff isn't setup properly for the save/load system.

VGames

I never added any vehicles to the game. So that's not my issue. All I have is sikkmod stuff and some extra commands for secondary fire commands. How do u make sure the save system knows about the new content u add to the source?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

Quote from: VGames on July 13, 2015, 12:25:33 PM
I never added any vehicles to the game. So that's not my issue. All I have is sikkmod stuff and some extra commands for secondary fire commands. How do u make sure the save system knows about the new content u add to the source?

You should just use RoE and if you don't add anything extra code wise, you should have no issues.

Is secondary fire done in C++? That would be another issue if it's not implemented into save/load system.

You need to know the code, programming and C++ to add new features to save/load system. Just study the code, and see how it's done for stock Doom 3.

VGames

No the code for the secondary fire is done in the scripts. But certain variables were made in the sdk to let the scripts know if a certain key command was pressed. We made one for secondary, melee, and zoom. But that's it. I'll look into this more.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

If I used the ROE code as a base and then transferred all of the sikkmod changes and the changes doomtrinity and I made could I still use the source for Doom 3 standalone without the ROE expansion? I do not have ROE and do not intend to make my mod for it.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

The Happy Friar

You can use the RoE SDK/GPL code, RoE isn't required but you might need to either make some dummy assets to make it happy or comment some parts out. 

VGames

Ok that sounds like it might work out better. I may do that. Thanks.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

Btw, why don't you try debugging you code and see where and why it fails on save/load game.

VGames

Well I think starting over would be easier because I already had issues with hell time not working 100%. There were issues with screen effects and particle effects not showing up properly and then not showing up after the hell time stopped. I had already gone through the code a million times with the help of another looking to get the same feature going without good results. So this may be the better way to go.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500