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Posted
Did you use fast forward while watching?

It's a known issue that a track may become "corrupted" if you speed up or slow down the playback. Hopefully we will get a more refined replay solution down the road.

 

Yes i used time acceleration! Ok, i see now...:thumbup:

[sIGPIC][/sIGPIC]

Posted
No, you cannot just dump an app memory and restore it at a later date, that doesn't work. I.e. the the dump wouldn't contain kernel memory = handles to kernel resources, like opened files would be invalid after the restoration.

 

something which achieves a similar effect is quite assuredly possible: I have used "trainer" programs (programs which hook a games memory chunk to insert cheats) which had a function of that nature for creating unconventional save points. I don't know how the low-and-dirty side of it worked, but i do know that what it essentially did was to freeze-frame the state of the engine and save it in that state: indiscriminately saving every bit of the game info for use again later.

 

And to add a personal note to the 'quick & dirty' solutions people try to figure out here. I can tell you, from my experience as SW developer, that quick & dirty solutions will in the end cost you more development time than proper solutions. Because while you hack it quickly together, and it kinda works in your happy end scenario you visioned, it doesn't work in any other, so you spend a ton of time plumbing all those holes the quick and dirty solution has...more ofthe than not with another bunch of quick & dirty solutions.

 

I was not seriously suggesting that a quick and dirty function be implemented, but was rather pointing out that "there's just too much information to possibly save" is a ridiculously flawed statement to make.

  • 2 weeks later...
Posted

I'm working on a script to do save for missions.

At the moment the script is exporting MIST alive units data into a file every minute, I need to find a good way to adjust it so I can later on import it as a miz file, still needs a lot of work, check the following link -

 

http://forums.eagle.ru/showthread.php?t=116134

Posted

Whilst I don't think dumping the entire memory allocated to the sim would be sensible (like 5-6GB savefiles), perhaps it wouldn't be too difficult to separate the memory that's used for graphics/terrain from the memory that's used for variable data (aircraft positions, equipment status, etc) and dump that, then load all that data back later to resume the flight. You wouldn't need to identify what data actually needs to be saved, just what isn't (i.e. graphics/terrain).

 

It would probably still result in larger savefiles than if a proper save feature was coded and would take a while to load the data in and allow the sim to process the data and get itself ready but it might be a feasible quick workaround until ED find time to do it properly.

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

Posted

Sounds interesting xcom, look forward to trying it :)

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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