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Araneidae

Corrupted save game (playing WS3: Cleighmoor)

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I guess there's nothing to be done except restart the mission from the top, but my current save game for "William Steele: Cleighmoor" produces the following error:

 

ERROR: idPhysics_AF:AddBody: a body with the name 'idMoveable_atdm:prop_single_card_371278992' already exists.

 

I've still got the save game if there's anything to investigate here, ie: a bug in the engine. In fact there are two files, Quicksave.save and Quicksave.tga -- are they both part of the save game? The .tga seems to be an image, so I presume it's optional. I would have attached the .save in case it's of any interest ... except I get the error message:

 

Error You aren't permitted to upload this kind of file

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Regarding the tga, yeah, it's an image. It's a screenshot taken when you save the game and shown in the load/save menue.

 

Regarding the upload issue, add a .txt ending to the file and it will work.


FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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This is a known TDM problem. I've marked the issue to be fixed in 2.04.

 

If you have an earlier savegame, that should work fine, and there'd be no need to back up to the beginning.

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Oh, ok. I can't upload the save game anyway, as it's 3.3MB (or 2.7MB after gzip), but if it's a known problem we don't need it.

 

Alas, it's my only save game, but I wasn't very far into the mission, so it's no calamity.

 

What kind of issue triggers such a broken save? It'd be good to avoid it next time if I can ...

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There's no way to anticipate a broken savegame.

 

In this case, you saved the game between the time a cardplayer picked a card from his pile and the time he put it in his hand. That window is less than a second, which is why we don't get these all the time.

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Since I have a broken safegame in nearly all missions, I use a "fix" to always have a backup safe handy when it happens.

I describe it here:

http://forums.thedarkmod.com/topic/17052-tdm-203-crashes-on-f4-save/?do=findComment&comment=368580

 

It requires a small bit of work and then always works without the player having to do anything additional.

After you safe twice in a mission you have a backup safe when something comes up.

 

 

The solution is not from me, I found it here in the forum but could not locate it again to credit the original author.

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In this case, you saved the game between the time a cardplayer picked a card from his pile and the time he put it in his hand.

 

Oh, that's fantastic! (And I'm genuinely not being sarcastic here, though I could well be.) What makes this even better for me is that I don't think I'd even enountered the card players yet, they're certainly not visible in the saved game. Nice bug.

 

Edit: Do card player really keep track of their cards? That seems an odd detail to include in the game state!

Edited by Araneidae

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