Save System Question ;)
Posted: Wed May 11, 2022 10:34 am
Hey again!
Hope you are doing well!
I have a question regarding the save system that comes with the Dialogue System...
I noticed there are 3 "save system" sub forums, but wasnt sure if this question should go in either of them since they might be from completely separate modules... Let me know if I should have written this elsewhere!!
The question is regarding the "keys"
I added an "active" saver as well as a "position" saver to some items drops from our game...
I did check the append save type to prevent "duplicate" key...
However, as is often the case, if there are 2 crates that produces a potion (clone) item, they both share the same name...
and since the key uses the name by default, when i reload, only 1 of the X amount of potion item remain on the ground...
Same thing happen with many other types of objects in the save system (3 destructible crates) for example...
When I took a "RPG class" from gamedev.tv, they also made a very rudimentary save system that I hesitated to use... and eventually opted to use yours (not only because of the AMAZING support you have been giving over the years, but because your save system seems a lot more robust, suporting destructibles, position, multiple save slots, etc...) --- That being said, in the basic tutorial I did, the "key" used to save was always uniquely generated "hash" and had 0 chances of ever having a duplicate... Why isnt yours doing the same thing? Or do you have a quick and easy solution I could implement to solve this?
As always, thanks a lot for your time and have a nice day!
Hope you are doing well!
I have a question regarding the save system that comes with the Dialogue System...
I noticed there are 3 "save system" sub forums, but wasnt sure if this question should go in either of them since they might be from completely separate modules... Let me know if I should have written this elsewhere!!
The question is regarding the "keys"
I added an "active" saver as well as a "position" saver to some items drops from our game...
I did check the append save type to prevent "duplicate" key...
However, as is often the case, if there are 2 crates that produces a potion (clone) item, they both share the same name...
and since the key uses the name by default, when i reload, only 1 of the X amount of potion item remain on the ground...
Same thing happen with many other types of objects in the save system (3 destructible crates) for example...
When I took a "RPG class" from gamedev.tv, they also made a very rudimentary save system that I hesitated to use... and eventually opted to use yours (not only because of the AMAZING support you have been giving over the years, but because your save system seems a lot more robust, suporting destructibles, position, multiple save slots, etc...) --- That being said, in the basic tutorial I did, the "key" used to save was always uniquely generated "hash" and had 0 chances of ever having a duplicate... Why isnt yours doing the same thing? Or do you have a quick and easy solution I could implement to solve this?
As always, thanks a lot for your time and have a nice day!