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Post  psxlover Tue Jan 22, 2013 8:28 pm

What API calls? The only API calls for saving is for single player campaing. He is using the bug with the preload, that is described here: http://www.thehelper.net/threads/how-to-virus-in-warcraft-iii.142058/
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Post  Pfeffer Tue Jan 22, 2013 8:49 pm

Still not recognising I ever seen this preload calls ever before. Maybe I made the wrong call back then, but that is easy to say, after knowing it was not fixed.

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Post  Andrenden Tue Jan 22, 2013 10:30 pm

might be a hassle but if you did decide to go this route you could keep the old save system as well, sort of a fail safe. Say your -SLNG would write a txt file and saves litterally everything (upgrades, house items, spirit upgrades, spirit items, ect.) But it would also spit out your basic copy/paste code working as it does now. Inform people in the saving tab of the quest log about the risks involved in the txt save system incase they do decide to patch it and then when loading your game you do as was mentioned earlier, for loading the normal code as is now you type the normal load stuff and your code but for the new system you would type something like -Loadsavefile1 or w/e it needs to be to load the txt document, it might be double redundent but it could save your whole system if you were to swap and then they patched it

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Post  psxlover Tue Jan 22, 2013 10:40 pm

No one said that it would change the loading system... It would only store the save code to a file. In the map Sworddragon linked there is no -save <filename> and -load <filename>, just the old -save and -load <code> like ours, with the only difference that the -save also stores the code in a .txt (but I think I've seen code that could save and load from the hard disk).
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Post  Andrenden Wed Jan 23, 2013 6:10 am

Sworddragon wrote:Randomly I have found a map which saves its code into a textfile: http://www.epicwar.com/maps/220848/
I have tested this in the Battle.net and it works there too. This way a slot saving mechanic could be implemented for example if you type "-save savefile_1" and in the next game "-load savefile_1" the data in this slot will be loaded. This makes it even possible to store much more things since the user doesn't need to type long and complex codes anymore.
The method he describes is reading that txt document, He's refering to Data in a slot being read, which is not how the system works now. It would change your loading system to run this method of saving
It's worth noting that this is also how he presumes we get around the limit of things that can be saved in our current codes as it no longer generates a wall of text for us, not sure if thats really how it would work in practice though

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Post  Sworddragon Thu Jan 24, 2013 3:57 am

Storing the data directly in the file is not needed. I was thinking about of just saving the current savecode in a textfile. But I like the idea of a fallback too - a printable short code and a saveable long code.

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Post  Andrenden Thu Jan 24, 2013 5:04 am

Ah then I missread, your original post was talking about creating a sort of save file system and not just having the game auto save the copy past code. In that case the current method wouldn't have to change at all and the redundency would just be for in they patched the method to having it save the .txt

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Post  Sworddragon Fri Jan 25, 2013 9:03 am

With the save file system I was meaning just to add the commands to load and save from a file. Storing just the current code should be the easiest way especially if a future Warcraft 3 patch (if we ever will get a new one) breaks this system. The fallback method will already catch this problem but reverting the system in this case will be an easy task.

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