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Add "CustomMissionID" for saved games #19
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Sorry, but I'm a bit confused. Are there any unclear passages in issue #18? |
I just noticed the additional message on the issue page, sorry. I'm not sure if the So far if you can manage the previous 4 bytes (int32) of the member |
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@chaserli Also, could be better if this value is an Besides, all the 4 values you introduced for testing work as intended. For the sake of ABI compatibility, could you just save the campaign ID (uint64) in an separate OLE key "Campaign ID"? |
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yeah I'm aware of such issue. There's another problem: when finishing the current mission and proceeding to the next one, such ID should change according to your requirement, but I have no idea how to make that happen yet. I'll try to investigate when I have time later |
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@chaserli You are right. |
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Alright, I reverted that to int. Now Campaign ID appears in sav file only when its value is not 0 |
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# Conflicts: # src/Spawner/Spawner.Config.cpp # src/Spawner/Spawner.Config.h # src/Spawner/Spawner.cpp
- Split mission data parsing from custom mission ID - Use hooks and fix briefing not being parsed correctly from spawn.ini
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Took a liberty of making sure it is up-to-date with main and addressing some issues with the parsing of mission info from |
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There's still an issue caused by game seemingly reading some CSF labels/strings on spot instead of using the labels/strings from originally reading the scenario which causes issues with save/load, I will try to look for proper solution to this during the upcoming week. |
# Conflicts: # src/Spawner/Spawner.Hook.cpp
Investigated further, this is not worth fixing on game's side due to complexities involved. The current solution of always providing the mission configs in spawn.ini for custom missions is sufficient. |
Implemented the updated requirements of issue #18