Release: Alpha 23 (fixes a serious bug)
This release is only meant to fix the bug present in alpha 22, which deleted all of your backups and then crashed, if you deleted backups manually and then let DISE overwrite your old backup(s).
This release is only meant to fix the bug present in alpha 22, which deleted all of your backups and then crashed, if you deleted backups manually and then let DISE overwrite your old backup(s).
With this release, I hope to make some things a lot better for you all! Mainly a much improved backup system and more choices for you!
More choices for the user is being worked on for this release. Regarding the categories, I think I can say that the people have spoken; they want more choices! :)
I've been working on retaining user preferences for this release, but I have also been struggling a lot with canceling syncing (bugs in wxWidgets or its documentation, mulithreading + race conditons, etc). Maybe that technical stuff isn't very exciting.
A basic feature that people have been waiting for, is now here. :) Browsing available weapons and other items should be easier with the categories implemented. :)
Update: Okay, please don't freak out because of the ads. I don't like this either. Popups and everything. Nasty! Please hold on while I fix it! Also, does my blog load horribly slow now? (after adding the ads)
The next version is finally here, and it comes with some cool stuff, mainly Steam Cloud syncing!
I have been playing a bit with Open Steamworks, so that I can perhaps implement automatic sync'ing of your game-saves. If it all works out, you should (hopefully) have no more problems with "corrupted" and missing game-saves with Steam! The first tests look promising! :D
After receiving a default.pro file, I confirmed a data type to be a wide string, so I have updated this tool to support it.
Some fixes and some new things! I think what you'll find interesting is the recovery feature this time, since it's a little better. All of your (salvageable) quest progress will be recovered. It doesn't check the quest tree and try to recreate earlier quests you have completed. I am not sure if it's needed either, but I still think that it would be ideal to do it somehow.
I'm working on a nice feature for this release, mainly recovering your quest progress instead of replacing it all with a fresh one or copy it from another game-save. Of course, only the salvageable data can be retrieved, so you will still lose quests, just not everything! :) Exactly how much depends on how much is actually in the file.
An addition to my internal research tools is the read_profile tool, but why not just release it to the public in case someone can have fun with it, or just to have a better view of the default.pro file? :)
A new version, with new and cool stuff. :) Bugs as well! :D There's one I need to track down. The crash happens when you close the editor sometimes. If you are able to reproduce the problem, please let me know! Of course, please also let me know if you see other strange stuff happening. :D
As promised, I am now working on this. I hope you like the design so far! :)
Some game-saves may not be fixed properly with the editor, because of how the game sometimes seem to close up a broken section as if nothing was wrong (and the rest of the sections are missing). It makes my editor believe that it can restore more than it actually can restore, and your corrupted game-save will still be corrupted after "fixing".
I decided to work on this as well, since it has mostly been there without doing anything. Mostly working now! :D
Finally! Lots of trouble on the way, but efforts usually pays off eventually. It just takes some time. :)
This post is mostly about C++, the boost library, named mutexes and wxWidgets.
If you use Hex Workshop (like I), you can use my bookmarks. It locates and highlights sections 65 to 69 (hex) or 101 to 105 (dec). Just click on the section you want (in the list in the bottom-right corner).
Thanks for your patience! My trip back home wasn't problem-free, and I'm home a day later than planned, but I'll spare you the details. I'll be ready to make some extra efforts after resting. :D
Well, this is rather embarrassing... It's about the game-save "fixing" feature. All my testing prior to release showed that it worked fine. Then I learned that it didn't, and it was my fault as well (nothing appeared to happen in the editor). Well, I have now changed "return false" to "return true" in my code, and voilà! A brand new release!
I'm releasing this one because someone had troubles with a game-save loading in the editor.
I may be mostly unavailable for the next 1-3 days. My vacation in Japan is over, and I'm going home to Norway. :)
I tried to research how weapon level/damage/force/etc. works, but I haven't completely figured it out yet (I think). You can experiment with the values, and you'll get the result you want eventually.
A bit more cool feature this time!
I'm implementing a feature for fixing game-saves. It should be ready in alpha 11. For now, it will try to fix it by using the same method as in my tutorial. :)
Sorry, no big changes in this version, but I came to realize one thing... It's kind of annoying having to check my blog every time for updates, isn't it? At least I would think so!
Phew. After some silly problems (with moving items between lists), as well as changing a few internal things, I guess it paid off in the end. I just hope that I didn't break something important. :)
Just wanted to show a preview of the upcoming alpha 8 before I allow myself some rest. :)
I have the IDs for blueprints (weapon mods), ID cards, news and tapes now. Mapping IDs for blueprints to their real name manually, so it's a bit time-consuming! :)
If your game-save was corrupted for real (because you had too many items in your inventory, perhaps), chances are that you will lose some data, and especially your quest progress. If you want to try fixing your game-save manually, I'll attempt to explain what I have been doing.
I updated my method to sync your game-save, and this should hopefully work for you as well!
I planned to complete more features in this version, but since it shouldn't be completely bugged, I'll just release it now and finish the other things in alpha 8! After all, I wanted to release early. :)
While I work on alpha 7, I would like to show you a small preview of what you can expect in the next version(s). :)
Some more basic features are implemented now.
I'll post there whenever there are releases and perhaps also important things about my editor. :)