More corrupted save games in jHexen
I'm getting a "Corrupt Save game" message in jHexen with the . I'm trying to get from the "Caves of Circe" to "Shadow Wood". I can move through either of the other portals in the Caves (one goes to "Wasteland", the other goes to "Darkmere"), but the game crashes when trying to enter a portal from any of these places to Shadow Wood.
The full crash message is as follows:
"Load ACS scripts
Precaching took 0.90 seconds. [This timer is variable between the crashes I've gotten]
Map 7 (13): SHADOW WOOD
Con-Busy: Was busy for 4.23 seconds. [Also variable]
Corrupt save game: Segment [107] failed alignment check"
I can't find the .hxs files in the usual place for Vista/7 users.
I tried posting the doomsday.out readout in a codewrap, but it exceeds the text limit by about 50000 characters, so I've attached it as a .zip.
The full crash message is as follows:
"Load ACS scripts
Precaching took 0.90 seconds. [This timer is variable between the crashes I've gotten]
Map 7 (13): SHADOW WOOD
Con-Busy: Was busy for 4.23 seconds. [Also variable]
Corrupt save game: Segment [107] failed alignment check"
I can't find the .hxs files in the usual place for Vista/7 users.
I tried posting the doomsday.out readout in a codewrap, but it exceeds the text limit by about 50000 characters, so I've attached it as a .zip.
Comments
As such it's been fixed, but the fixed code has yet to make it's way into the unstable builds.
http://sourceforge.net/tracker/index.ph ... tid=542099
I get the impression that the plan mentioned in this report by DaniJ about the save game code being rewritten for beta 7, won't make it in to 1.9.7. (what is now 'beta 7'). Maybe Deng team can be politely asked to look into fixing the old save game code for 1.9.7. As this is arguably a major issue.
And yes, we won't be revising the savegame system for 1.9.7 (see roadmap).
EDIT: After some investigation, I discovered a bug in the Hexen savegame loader and fixed it for tomorrow's build. The good news is that it seems the saved data is in reality not corrupted, but the loader was misreading it, making it believe that the data that came after moving floors was invalid.
It should not have taken this long to fix this bug... But given the extremely messy state of the savegame code, it's not surprising.
This is why nothing happens on other maps in a hub while you aren't there, as they don't exist while you aren't there.