edward850 wrote:Lavender Moon wrote:I haven't been able to attempt to save from the main menu in any way other than selecting the save option, which currently gives the message "You can not save while in a conversation," and I haven't been able to save at all while in a conversation proper.
wait 70; save kjashdf; -> Begin conversation.
Ah. That would, in any mod that didn't pause during conversations or in multiplayer, save in the middle of a conversation. That's another thing I'll have to safeguard until I'm familiar enough with the codebase to understand how to add the required data to the save game and have it utilized on load.
edward850 wrote:Unless you wanted me to lie or something and suggest everything is fine and dandy, however that certainly wouldn't be helping.
Exactly. That's why I posted this in Projects to begin with; I knew it was far from prime time, and needed critical feedback.
edward850 wrote:There's even some further critical issues, now that I think about it. What's supposed to happen if a player is locked into a menu while a hub transition occurs, and then moves back to that map? The serialisation has to run, yet the menu certainly wouldn't be considered sane to go back to at this point.
Right, I hadn't considered map transitions. Hmm, that is a problem. Not for the purposes of saving (I'll fix that soon enough), but instead for the purposes of "how do we handle the player in a ForceChoice conversation being forced out of that conversation?" I already have it so that if the NPC the player is talking to dies during a conversation, the player is ejected from it. I feel that the best bet out be to treat as if the player exited the conversation the way they do in vanilla Strife, and require the player to manually reinitiate conversation (or have it reactivated via scripting, of course). Speaking of, is it possible to force a player into a conversation via scripting while they're already in a conversation or paused?
edward850 wrote:Also, what happens if the player dies and needs to respawn? Or forcibly respawns? The menu certainly isn't valid there anymore either.
Hmm, I didn't consider the player dying (or know that they player could forcibly respawn). That should be easy enough to take care of now that I'm cogniscient of it.
edward850 wrote:And then there's autosaves. And anything else that may need save serialisation in the future.
Those shouldn't be too big a problem after I implement saving while in a conversation.