ES2 release upgrade: The Good, The Badass, and The Ugly
ES2 release upgrade: The Good, The Badass, and The Ugly
The Good: Upgrade was painless, and solved the bug I posted on the old thread that I had with some of my paths.
The Badass: Saving and loading AudioClips is working nice and easy (yaaaaaayy!)
The Ugly: Each call to ES2.Save(value, path?tag) is erasing the save file and saving on top of it, I end up only with the last value saved. (What the, holy-frack, WHAT????)
Am I doing something wrong? Is there any setting I should set before saving to avoid the file resetting?
The Badass: Saving and loading AudioClips is working nice and easy (yaaaaaayy!)
The Ugly: Each call to ES2.Save(value, path?tag) is erasing the save file and saving on top of it, I end up only with the last value saved. (What the, holy-frack, WHAT????)
Am I doing something wrong? Is there any setting I should set before saving to avoid the file resetting?
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Hi Petrucio,
I'm looking into this for you at the moment. It looks like something odd is happening when we compile to our DLL.
All the best,
Joel
I'm looking into this for you at the moment. It looks like something odd is happening when we compile to our DLL.
All the best,
Joel
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Solved!
For some reason, when compiling the DLL, one of the precompiler directives was being ignored. We've found another way around it and I'll get an update sent out today.
Thanks for making us aware of this; we'll be running our unit tests before and after compilation from now on!
For some reason, when compiling the DLL, one of the precompiler directives was being ignored. We've found another way around it and I'll get an update sent out today.
Thanks for making us aware of this; we'll be running our unit tests before and after compilation from now on!
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Thanks! Any chance I can get that dll before the update clears on Unity?
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
All good, thanks - Woohoo!
I'm making a build of our Cutscene Creator today now that it has everything it needs, starting an internal contest, and hopefully I'll be posting a bunch of videos featuring it (and ES2, indirectly) here in about two weeks
I'm making a build of our Cutscene Creator today now that it has everything it needs, starting an internal contest, and hopefully I'll be posting a bunch of videos featuring it (and ES2, indirectly) here in about two weeks
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Great news, we look forward to seeing them!
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- Posts: 5
- Joined: Tue Jan 22, 2013 4:02 am
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Hi Joel,
I had been using the beta just fine but wanted to give this new release a chance. I've had to manually set the default save location to file even though the docs say it is set there by default (unless I miss-read them?)
-I now have to check if a file exists and then delete it before writing over that file, in the beta it seemed to just overwrite the file automatically.
-I'm getting some kind of strange bug happening that is causing the game to write hundreds of megs of data to a file and freeze unity. I can't quite figure out why thats happening. Are there telltale signs I can look out for?
I didn't change any of my code which was working with the beta. Again, i'm not saying i can't go back to the beta but I'd love to stick with the latest release. It does this when I'm saving many objects (maybe 100) and all kinds of types. If i just save a few objects it seems fine....
Here is how I setup the directory to save to:
And here is my save method:
Thanks!
I had been using the beta just fine but wanted to give this new release a chance. I've had to manually set the default save location to file even though the docs say it is set there by default (unless I miss-read them?)
-I now have to check if a file exists and then delete it before writing over that file, in the beta it seemed to just overwrite the file automatically.
-I'm getting some kind of strange bug happening that is causing the game to write hundreds of megs of data to a file and freeze unity. I can't quite figure out why thats happening. Are there telltale signs I can look out for?
I didn't change any of my code which was working with the beta. Again, i'm not saying i can't go back to the beta but I'd love to stick with the latest release. It does this when I'm saving many objects (maybe 100) and all kinds of types. If i just save a few objects it seems fine....
Here is how I setup the directory to save to:
Code: Select all
void SetupDirectories(){
ES2GlobalSettings.defaultSaveLocation = ES2.SaveLocation.File;
//MAC
if(Application.platform == RuntimePlatform.OSXPlayer){
string dir = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
dir = dir.Replace("/Documents", "/Library/Application Support/[I]<app-identifier>[/I]/");
if(!Directory.Exists(dir)) {
Directory.CreateDirectory(dir);
}
ES2GlobalSettings.defaultMacDataPath = dir;
_saveDirectory = dir;
}
//PC
else if(Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsEditor){
//get the users data path
string dir = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
//change the string to the Saved Games\Bik directory
dir = dir.Replace("\\Documents","\\Saved Games\\Bik");
//if the directory for bik doesn't exist, create it
if(!File.Exists(dir)) Directory.CreateDirectory(dir);
//change easy save pc save path directory
ES2GlobalSettings.defaultPcDataPath = dir;
_saveDirectory = dir;
//print (dir);
}
//any other platform
else {
_saveDirectory = Application.persistentDataPath;
}
}
Code: Select all
public void Save (){
//check if the file exists and delete it because its going to get created again
if(ES2.Exists(saveFile)) ES2.Delete(saveFile);
//Global Variables Holder
GlobalVariablesHolder.Instance.SaveGlobalVars();
//Save current Scene State
//AO.controlcenter.SendMessage("SaveSceneState");
AO.controlcenter.GetComponent<SceneStatesController>().SaveSceneState();
//Registered Objects
if (SaveEarly != null) SaveEarly();
if (SaveLate != null) SaveLate();
if (SaveRealLate != null) SaveRealLate();
//Current Level
ES2.Save(Application.loadedLevelName, saveFile+"?tag=CurrentLevel");
//Inventory
ES2.Save(AO.inventory.GetComponent<Inventory>().inventory, saveFile+"?tag=inventory");
//Timer
ES2.Save(timer, saveFile+"?tag=timer");
//MouseTarget
ES2.Save(AO.mouseTarget.transform.position, saveFile+"?tag=mouseTarget");
Debug.Log("saved");
}
Thanks!
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- Posts: 5
- Joined: Tue Jan 22, 2013 4:02 am
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Just an update,
it seems it was going into a loop caused by the way I was naming the save tag. For example I would name a tag like this:
"?tag="+gameObject.name+"transformPos";
so what I did was change it to this:
"?tag="+gameObject.name+GetInstanceID().ToString()+"transformPos"
and now it doesn't cause the loop....
Am I using it wrong to cause this to happen?
Thanks!
it seems it was going into a loop caused by the way I was naming the save tag. For example I would name a tag like this:
"?tag="+gameObject.name+"transformPos";
so what I did was change it to this:
"?tag="+gameObject.name+GetInstanceID().ToString()+"transformPos"
and now it doesn't cause the loop....
Am I using it wrong to cause this to happen?
Thanks!
Re: ES2 release upgrade: The Good, The Badass, and The Ugly
Hi trothmaster,
There's nothing that you are doing wrong. It would seem that something at our end didn't like the changes we made to fix the overwrite bug.
We're looking into this and will hopefully have an update submitted later today. I think this is most likely a problem which can be solved by using Visual Studio to create the DLL rather than MonoDevelop, which seems to be getting confused over conditional compilation.
I'll get back to you as soon as we have more news!
Thanks,
Joel
There's nothing that you are doing wrong. It would seem that something at our end didn't like the changes we made to fix the overwrite bug.
We're looking into this and will hopefully have an update submitted later today. I think this is most likely a problem which can be solved by using Visual Studio to create the DLL rather than MonoDevelop, which seems to be getting confused over conditional compilation.
I'll get back to you as soon as we have more news!
Thanks,
Joel