Brandon D. Lade Posted March 2, 2009 I want to install the new v2.3.0 of ZDoom, but I have a savegame from Map08 of Plutonia 2 that I don't want to lose. Is there any way to make it work when I switch versions? 0 Share this post Link to post
Graf Zahl Posted March 2, 2009 There were too many changes between 2.2.0 and 2.3.0 to keep savegame compatibility. But what's limiting you to only one installed ZDoom version? I currently have 6 installed, ranging from 2.0.63a to the very latest. 0 Share this post Link to post
Scuba Steve Posted March 2, 2009 Graf... weren't you the one railing about Doom Rampage edition and how it forced you to keep an old version of ZDoom on your Hard Drive? 0 Share this post Link to post
Graf Zahl Posted March 2, 2009 That was different because it forced you to use a version that was already old at the point of release, just because the author was too incompetent to find the error that prevented his mod from working on newer versions. I keep old versions mostly to check anomalies in the engine and for that I need such old things (admittedly rarely) 0 Share this post Link to post
Gez Posted March 2, 2009 ZDoom 2.3.0 is perfectly compatible with Plutonia 2. Keeping an old version to finish an ongoing game is not the same thing as keeping an old version to start new games... 0 Share this post Link to post
TheeXile Posted March 2, 2009 Yeah that kinda sucks. I keep thinking something along the lines of cheating up to where you last left off, but I can't see that as being a practical idea by a long shot. Especially in heavily scripted maps. Bugger. 0 Share this post Link to post
TheeXile Posted March 2, 2009 Creaphis said:? Well if you're playing something like TeamTNT's Daedalus, you often can't skip or cheat through levels without breaking or compromising scripted puzzle crap. 0 Share this post Link to post
Maes Posted March 2, 2009 TheDarkArchon said:Short answer, no. Pretty much so, yeah. Unless you are an ub3r h4x0r and you're willing to either: Rely on the fact that the "state" being save involved will not be that much different between versions, rename just some bits in the file, and hope for the best. Interpret and parse the innards of savegame files and adapt/convert to the correct version. After all what is actually saved, boils down to monster and player positions, status, etc., so you could even implement cross-port savegame bridging. But with the work involved...there better be a goddamn good reason for doing so! 0 Share this post Link to post