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Me Hate Bugs...

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EDI

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So indeed my suspicions were correct that the offending sprite was NOT in the managed list.

How did this happen?

Well, the sprite was not a dead body, but, blood.

Yup, thats right, the blood fx is what did it in. Turns out that i did not specify the blood sprites to be managed (since they delete themselvs after a set period of time.

However, if one saves the game when blood is on the ground, it will save thier serial in the map, but it wont save thier re-bind stub (since it isnt marked as managed).

Anyhow this was fixed by just making blood managed, no big deal, but a pain to figure out =D


So with luck i've nailed the last save bug, but who knows what waits for me as I venture deeper into the game, saving along the way =)
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Dude, I don't want to hastle you with a hundred questions, so (since I joined up to GameDev late) if I got back in your journal far enough, would I find things pertaining to the tools you were working with and such?

-IV

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I don't belive i've said much about our tools here.

we have a nice set of about 4 or 5 custom tools,
and of course we use a lot of off-the-shelf tools.

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Ah,

Our engine is built on an adaption platform which allows it to use any API if an adaptor is written for it.

At the moment we have API support for:

GDI
DirectDraw7
Direct3D8
DirectSound

We are planning to implement OpenGL
and we would like to implement other sound solutions such as OpenAL

Our GUI is a self built integrated windowing engine

we use MSVC++ 6.0 as our IDE

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