Savegame breaks in Blade of Agony

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Re: Savegame breaks in Blade of Agony

Postby drfrag » Thu Feb 20, 2020 4:26 am

Thanks as i understand those errors are random and rare until now that the problem has been exposed, may be merging them before the next release could make things even worse.
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Re: Savegame breaks in Blade of Agony

Postby drfrag » Thu Feb 20, 2020 5:04 am

Nash wrote:if your changes get merged, I can easily test (with my project) save/load and level-travel.

Actually why don't you test the PR now with an inhouse build?
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Re: Savegame breaks in Blade of Agony

Postby Talon1024 » Wed Feb 26, 2020 5:53 am

I built my own build of GZDoom from the code in mental's fork, and I noticed something interesting.

I have a savegame on INTERMAP before C1M2, and if I load that save from the main menu, the game will fail to save once I enter C1M2 due to an out-of-bounds array value, which is apparently "blockingline" (I modified the code to print the name of the variable being serialized).

However, if I start a new game from chapter 1, skip to INTERMAP, and THEN load the aforementioned saved game, the out-of-bounds array value issue will not occur.
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Re: Savegame breaks in Blade of Agony

Postby _mental_ » Wed Feb 26, 2020 7:46 am

Please post this saved game along with the actual BoA commit hash.
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Re: Savegame breaks in Blade of Agony

Postby Talon1024 » Wed Feb 26, 2020 10:03 am

Here's the WolfenDoom commit, and the savegame, which requires Freedoom: Phase 2 to be used as the IWAD in order for it to show up on the savegame list. However, I can't seem to reproduce the non-breakage after starting a new game and loading that saved game.
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