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Me Hate Bugs...

posted in A Keyboard and the Truth for project 96 Mill
Published July 22, 2005
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So indeed my suspicions were correct that the offending sprite was NOT in the managed list.

How did this happen?

Well, the sprite was not a dead body, but, blood.

Yup, thats right, the blood fx is what did it in. Turns out that i did not specify the blood sprites to be managed (since they delete themselvs after a set period of time.

However, if one saves the game when blood is on the ground, it will save thier serial in the map, but it wont save thier re-bind stub (since it isnt marked as managed).

Anyhow this was fixed by just making blood managed, no big deal, but a pain to figure out =D


So with luck i've nailed the last save bug, but who knows what waits for me as I venture deeper into the game, saving along the way =)
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0 likes 6 comments

Comments

TraderJack
Dude, I don't want to hastle you with a hundred questions, so (since I joined up to GameDev late) if I got back in your journal far enough, would I find things pertaining to the tools you were working with and such?

-IV
July 22, 2005 08:48 AM
EDI
I don't belive i've said much about our tools here.

we have a nice set of about 4 or 5 custom tools,
and of course we use a lot of off-the-shelf tools.
July 22, 2005 08:57 AM
johnhattan
/me looks around for his beta copy.
July 22, 2005 12:44 PM
ildave1
What a bloody mess >.<
July 22, 2005 12:50 PM
TraderJack
I meant tools like OpenGL, DirectX. The IDE. General stuff.

-IV
July 22, 2005 04:40 PM
EDI
Ah,

Our engine is built on an adaption platform which allows it to use any API if an adaptor is written for it.

At the moment we have API support for:

GDI
DirectDraw7
Direct3D8
DirectSound

We are planning to implement OpenGL
and we would like to implement other sound solutions such as OpenAL

Our GUI is a self built integrated windowing engine

we use MSVC++ 6.0 as our IDE
July 25, 2005 08:18 AM
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