
Synchronize Game Save Data Across Multiple eduke32 Installations?
#1 Posted 29 August 2012 - 05:09 PM
"OLD VERSION
Saved: 1.1.235
Our: 1.1.235"
For Windows, I downloaded the same release that is available through Arch's AUR channel (20120114-2257), so I'm not sure why there seems to be version incompatibility here. I even tried making it work between Arch on my desktop and Arch on my laptop, which are also running the same version of eduke32, and it's still a no-go. Same issue. Is there any way I can get this to work? I switch between operating systems and computers frequently, so I don't want to have to be tied down to one specific computer/OS to be able to play the game.
Thanks.
UPDATE: I just copied my entire Duke Nukem 3D folder (~/.wine/drive_c/Program Files/GOG.com/Duke Nukem 3D) and ~/.eduke32 folder from my Arch installation on my desktop over to my Arch installation on my laptop, and I'm still having the same problem. I'm not sure why this is happening, since in this case, all game files are exactly the same, the versions are exactly the same, and even the OS and installation methods are exactly the same. Why doesn't this want to work?
This post has been edited by Berrex: 29 August 2012 - 05:39 PM
#2 Posted 30 August 2012 - 01:42 AM
#3 Posted 08 September 2012 - 05:45 PM
Thanks for your help anyway.
#4 Posted 30 September 2012 - 11:09 AM
Since the introduction of the *.esv savegame format the 'official' synthesis snapshots can no longer load saved games from my local MinGW32 builds of the same source revision. I assume the synthesis snapshots are compiled with MSVC?
If I have read the subversion logs correctly this would also mean that recorded demos can't be exchanged between different builds (same revision and bit width), too.
Of course I don't know how much work that would mean, but I think it should be worth the effort to make the saved games (demos) portable again between all builds of the same revision.
Btw., when using a self-compiled eduke32.debug.exe, can I stick to the 'official' ebacktrace1.dll or should I build my own one?
Bonus: more compiler warnings (Wheezy 64bit):
source/sdlmusic.c: In function ‘MUSIC_Init’: source/sdlmusic.c:157:9: warning: ISO C90 forbids mixed declarations and code [-Wdeclaration-after-statement] src/driver_sdl.c: In function ‘fillData’: src/driver_sdl.c:101:8: warning: pointer of type ‘void *’ used in arithmetic [-Wpointer-arith] src/sdlayer.c: In function ‘getvalidmodes’: src/sdlayer.c:969:5: warning: ISO C90 forbids mixed declarations and code [-Wdeclaration-after-statement]
#5 Posted 30 September 2012 - 04:45 PM
#6 Posted 01 October 2012 - 11:31 AM
LeoD, on 30 September 2012 - 11:09 AM, said:
Savegames should definitely exchangeable in that case. What does the latest revision say in the "Load Game" menu?
#7 Posted 01 October 2012 - 01:04 PM
Helixhorned, on 01 October 2012 - 11:31 AM, said:
Attached File(s)
-
eduke32.log (1.55K)
Number of downloads: 302
#8 Posted 02 October 2012 - 08:54 AM
initprintf("size=%d\n", (int)sizeof(_prlight));
added at the beginning?
#9 Posted 02 October 2012 - 10:22 AM
Helixhorned, on 02 October 2012 - 08:54 AM, said:
initprintf("size=%d\n", (int)sizeof(_prlight));
added at the beginning?
In the meantime I have built an MS VisualC++ Express 2010 executable. The savegames are interchangeable with my MinGW builds, but not with the synthesis builds. Could it be that this issue depends on the processor used to compile the stuff? I'm on AMD FX/Bulldozer. Maybe I should try to get synthesis.sh running.
#10 Posted 02 October 2012 - 11:35 AM
LeoD, on 02 October 2012 - 10:22 AM, said:
I thought you know C or knew it at one point, so I assumed I could spam you with C-ese

edit: On second though, it's better to be sure first. Besides, I wouldn't like to bump the savegame version unnecessarily.
#11 Posted 02 October 2012 - 12:31 PM
Helixhorned, on 02 October 2012 - 11:35 AM, said:


Helixhorned, on 02 October 2012 - 11:35 AM, said:
Somehow I've messed up my MSVC env ... this will take awhile.
Helixhorned, on 02 October 2012 - 11:35 AM, said:
edit: On second though, it's better to be sure first. Besides, I wouldn't like to bump the savegame version unnecessarily.
#12 Posted 02 October 2012 - 01:40 PM
LeoD, on 02 October 2012 - 12:31 PM, said:
LeoD, on 02 October 2012 - 12:31 PM, said:
I can't figure out how to set include and library paths for VS2010 permanently outside of the project. I've lost my own howto and the EDukeWiki is about VS2008.
#13 Posted 02 October 2012 - 04:15 PM
LeoD, on 02 October 2012 - 10:22 AM, said:
The savegames are compatible with all my other 32bit builds, but not the official one. The error message in the log is a little different now. (My synthesis build tries to load a savegame from yours.):
Attached File(s)
-
eduke32-synthesisLeoD.log (1.68K)
Number of downloads: 236 -
game.c.zip (75.24K)
Number of downloads: 175
#14 Posted 03 October 2012 - 07:32 AM
r3052 said:
sizeof(_prlight) differs across compilers, and besides, Polymer lights were
not loaded anyway (they're restored live in-game later). The savegame version
was not bumped, but only savegames made with builds where sizeof(_prlight)==261
(like synthesis) will stay compatible!
Report and helpful debugging information by LeoD.
#15 Posted 03 October 2012 - 08:43 PM
#16 Posted 04 October 2012 - 03:50 AM
#17 Posted 04 October 2012 - 10:13 AM
Helixhorned, on 03 October 2012 - 07:32 AM, said:
It's funny to see gcc-4.7 "teaming up" with MSVC vs. gcc-4.6/clang.
Is it likely we'll see 64<->32bit compatible savegames, too?
#18 Posted 04 October 2012 - 11:05 AM
LeoD, on 04 October 2012 - 10:13 AM, said:
One day, maybe...