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Re: Corrupt characters, messages, etc..



 various things:

 Messages right now can be up to 4K long.  This is a fairly
artifial limit and is an arbirtrary value chosen.  This value is only
used when loading objects.  Once the object is loaded, a string is
created for that message - so increasing this value does not make for
much of an increase in program memory usage.

 Or is the problem that crossedit gives limited message space?


 What peter said about emergency saves are correct.  In fact, in
the config.h file, you can turn emergency saves on - I just don't
recommend it.  What would happen is this:
A bus or segmentation error would occur while trying to access some
data.
emergency save procedure is then called.
While saving the character, another bus or seg error would occur.  To
prevent an infinite loop, game would bail right then.

 Unless you can guarntee data integrity, doing emergency saves is
inherently dangerous.  For some errors, it might be safe (if you get
a divide by zero, for example.)

 However, just select autosave feature.  The default makes a backup every
5 or 10 minutes (adjustable).  I have yet to get a backup character that
is corrupted in any way, and in general, not much happens in 5 or 10 minutes.

 The patch to return to base city with backup saves was not put in. 
Perhaps it coudl be done as an option or something - I personally like
to be when I saved last.  This makes it so that if I notice that one
area of the map usually cases core dumps, I get to the map area, and
do a 'save.  Then, when I resume, I am right in that area, and don't
have to traverse any area.

 --Mark