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Saving tape with timelimit and loading without

Posted: Tue May 25, 2010 1:07 pm
by Zomis
When you create a level with the default time limit of 100 seconds, save the level and then play the level for something like 95 seconds. Save a tape/instant-snapshot. Change the time limit for the level to 0 seconds (no time limit) and save the level. Then you load the tape/instant-snapshot.

You will see that when the timer reaches 100 seconds, you will explode. But you shouldn't explode since you removed the timelimit, right?

When playing the tape, pausing and starting to record again it works fine, as expected. So this is related to instant snapshots.

Posted: Mon May 31, 2010 4:43 pm
by Daniel H.
If I understand correctly, an instant snapshot basically includes a copy of the level and its properties as they were when the snapshot was taken. Any modifications to the level will not affect past snapshots.

So perhaps instant snapshots should be invalidated when a level is modified? :?

Posted: Tue Jun 01, 2010 7:38 am
by Holger
The behaviour Zomis described is indeed a bug, but it's also right that a game snapshot could/should be invalidated under certain conditions after it was changed. In some cases, however, it may be useful to not invalidate the snapshot even though the level was changed (if the change does not affect the game play recorded by the snaphot), but one should be aware of this (and possibly expect arbitrary strange results ;-) ).

I'll have a look at the case Zomis described, and try to fix it
.

Posted: Tue Jun 08, 2010 5:54 pm
by Daniel H.
I agree that it may sometimes be useful (and confusing) not to invalidate the snapshot in some cases.

After this particular time limit case is fixed, what will happen if:
  1. a snapshot is recorded of a level that has no time limit;
  2. a time limit is later added to the level;
  3. and the snapshot is reloaded past the end of the new time limit?