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Even on the unmoded game, I can see this causing issues, because the game creates 2 files per save, and there are 100 save slots, which is already 200 files, but then there are some additional files plus quicksaves, which would be above the limit.
On the modded game, for Hou+, I want to save to a subfolder (like the console arcs already do) so there is no chance of conflict with saves on the base game, and saves on the modded game. I would also want to add this for preivous chapters in the future.
That would effectively double the number of possible save files, which would cause a similar problem.
There are a couple ways I can think of to fix this
If more than 200 save files are created, show a popup informing the user that cloud saves may not work, and user should clean up saves
Ever time you save, show the number of files (like a popup saying 34/200 slots used). Once the threshold is reached, only allow saving into existing save slots, instead of new ones.
For all of the above, if we are using a separate save folder, there is an issue if the user has created say, 100 saves on the unmodded game, they would be unable to clean up saves from the unmodded game, unless they manually open the folder to delete the files.
Possibly could just keep everything in the same save folder, and show in-game whether a save is from the unmodded game. Then at least users can manage all saves themselves, and we can stop users making too many saves.
All of this only applies when using cloud saves - if you didn't care about cloud saves, this makes no difference.
The text was updated successfully, but these errors were encountered:
I figured out how to detect whether a save is from the modded/unmodded game
The installer will show on the save/load screen when a save or quicksave is from the unmodded game, by prefixing the text with [UNMODDED], EXCEPT for the quick load button on the UI when you're playing the game normally, as there is no text for those buttons.
If you try to load a save from the unmodded game, a warning will show
If you want to forcibly load a save from the unmodded game, you can just repeatedly click the button 10 times to force loading it
The global.dat (global saves file) seems to be "compatible" between modded/unmodded, so I don't touch that file. I guess it is possible it could cause some issue, but for now I'll just leave it.
Still to do:
Count how many files are in the save folder, and disable making new saves (?) and show a warning if about to hit the 200 file save limit
Check if the save file limit is different between games
When using Steam Cloud to sync saves, there is a maximum number of save files.
For example, on Hou+, this is set to 200: https://steamdb.info/app/2491040/ufs/
Even on the unmoded game, I can see this causing issues, because the game creates 2 files per save, and there are 100 save slots, which is already 200 files, but then there are some additional files plus quicksaves, which would be above the limit.
On the modded game, for Hou+, I want to save to a subfolder (like the console arcs already do) so there is no chance of conflict with saves on the base game, and saves on the modded game. I would also want to add this for preivous chapters in the future.
That would effectively double the number of possible save files, which would cause a similar problem.
There are a couple ways I can think of to fix this
For all of the above, if we are using a separate save folder, there is an issue if the user has created say, 100 saves on the unmodded game, they would be unable to clean up saves from the unmodded game, unless they manually open the folder to delete the files.
Possibly could just keep everything in the same save folder, and show in-game whether a save is from the unmodded game. Then at least users can manage all saves themselves, and we can stop users making too many saves.
All of this only applies when using cloud saves - if you didn't care about cloud saves, this makes no difference.
The text was updated successfully, but these errors were encountered: