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[High Priority] Player data saving
#9
(09-10-2009, 06:28 PM)Sander link Wrote: It was like 90-ish, I'm 100% sure that it wasn't 100% :)
Neither of them. I didn't buy armour, neither did I use a pickup. But somehow it happened only once, but strangly at both computers.

Will be looked into, thanks.

(09-10-2009, 06:28 PM)Sander link Wrote: I know that it's debug with commands for now :) Anyway, don't waste to much time at reproducing this, it just happens if it happens, and if it doesn't happen anymore, it was an once in a lifetime bug :+
Well I need to give it some attention, after all if this is a bug and was easily reproduceable, it wouldn't be too good on the main server since this new feature will probably be used the most.

(09-10-2009, 06:28 PM)Sander link Wrote: Are you sure? Because I'm 100% sure that I entered the 24/7, and it said something like: Your weapons are saved now, and are restored when you are outside.. or w/e it was.
I'm not actually sure how up to date the branch is, the version you played might not contain the latest changes to 2.90. But it has definitely been disabled. I'll update the branch tomorrow.

(09-10-2009, 06:28 PM)Sander link Wrote: And it isn't possible to track "interior changes" so we can save the last known outside position? Since that could fix the problem.

Well yes, but storing every players position everytime they enter an interior isn't really worth it, for the sake of the player /taxi'ing or w/e. There's not really much point in saving interiors because of this problem tbh. I'll have a think about it, there might be another way around it.

(09-10-2009, 06:28 PM)Sander link Wrote: To be clear:
In this debug version the player always start with the skin selection, and after the player spawns, he can use /loadinfo.
In the final version of the SaveInfo handler, you will spawn directly ingame (If you crashed/quit, w/e) with the last used skin?
/login isn't needed after a crash, or is that changed in this version, even after a reconnect?

Well after a crash, despite not needing to use /login, it still logs the player in :+. It depends with skins. If the player has a char saved using /savechar, the user account stuff handles it. Otherwise, it will make the player choose one from the class selection, and then when they spawn, will load the SaveInfo one. That needs looking into, well thought out :).
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Messages In This Thread
[High Priority] Player data saving - by Jay - 09-04-2009, 12:26 AM
Re: [High Priority] Player data saving - by Jay - 09-08-2009, 06:50 PM
Re: [High Priority] Player data saving - by Jay - 09-10-2009, 06:02 PM
Re: [High Priority] Player data saving - by Jay - 09-10-2009, 09:16 PM