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Revision is zero


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For my Linux operating system, I have created a recipe for building and packaging the game. So the binaries are compiled from source, for security.

The thing is that when I load a saved game, I'm told that the revision of the game is zero. Like this:

zeCBWTs.jpg

I don't know if that's the intended behavior, of that if you can set the revision while building. As the compilation guide says nothing about it.

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It is mentioned at the end of compilation guide.

Basically, the current SVN revision is automatically embedded into executable. It is saved to savegame files, and check when loading savegame. Without such a check loading incompatible save would result in crash in the best scenario (or in data corruption in a worst but rare scenario).

Here is what you can do:

  1. Build TDM from SVN working copy.
  2. Set cvar "tdm_force_savegame_load 1": then you will have an additional option "force load" in the dialog you see.
  3. Find RevisionTracker::GetHighestRevision function in the code and make it return 9108.
  4. UPDATE: Yet another option is to not load savegames made by official TDM binary, if you are OK with it. The savefiles made by your binary with rev 0 will be compatible with your binary.

 

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1 minute ago, Alberto Salvia Novella said:

@stgatilovCould loading saves among different stable builds result in a crash?

If you take two different versions of source code and build them, their savegames will be incompatible with each other by default.
Because someone can add a member somewhere and save it to savegame (and restore it of course). The savefiles are plain binary streams, like fread/fwrite all data.

Most importantly, savegames are incompatible between official releases (e.g. 2.08 vs 2.09), and between all dev builds and beta releases too.

If you take the same source code and build it on different environments (x86/x64, Windows/Linux, different compilers), the binaries will be compatible with each other in terms of savegames. Except the revision check you bumped into: it is additional check which can be disabled or worked around (just see the list I posted).

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