It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I get "function pointers have moved" error for manually saved games.
Autosaves seem to work though.
avatar
k_mar: I get "function pointers have moved" error for manually saved games.
Autosaves seem to work though.
It's a known bug of the original game dlls. You can replace them with updated versions, either from KMQuake2 or Yamagi Quake 2.
Thanks!
KMQuake2 worked but there were no enemies so now I'm using Yamagi Q2 and seems to work fine.
I'm playing the first expansion pack (Reckoning by Xatrix) with the Yamagi mod, but for some reason the save screen is still showing the saves from the main game. Is this normal? Is there a way to clear everything so I only see the mission pack saves?
avatar
IronArcturus: I'm playing the first expansion pack (Reckoning by Xatrix) with the Yamagi mod, but for some reason the save screen is still showing the saves from the main game. Is this normal? Is there a way to clear everything so I only see the mission pack saves?
You have discovered a bug. It might be related to this issue on the bug tracker. I think you should send an email to Yamagi.

The easiest workaround would be to rename the baseq2/save folder.
avatar
IronArcturus: I'm playing the first expansion pack (Reckoning by Xatrix) with the Yamagi mod, but for some reason the save screen is still showing the saves from the main game. Is this normal? Is there a way to clear everything so I only see the mission pack saves?
avatar
mk47at: You have discovered a bug. It might be related to this issue on the bug tracker. I think you should send an email to Yamagi.

The easiest workaround would be to rename the baseq2/save folder.
But where is the second "baseq2" directory located? From what I can tell, Yamagi creates a save directory called YamagiQ2 in the Documents folder on Win7.
avatar
mk47at: You have discovered a bug. It might be related to this issue on the bug tracker. I think you should send an email to Yamagi.

The easiest workaround would be to rename the baseq2/save folder.
avatar
IronArcturus: But where is the second "baseq2" directory located? From what I can tell, Yamagi creates a save directory called YamagiQ2 in the Documents folder on Win7.
There shoulld be a baseq2 folder inside that folder, unless it's completely different on Windows. On Linux the full path is ~/.yq2/baseq2/save/
avatar
IronArcturus: But where is the second "baseq2" directory located? From what I can tell, Yamagi creates a save directory called YamagiQ2 in the Documents folder on Win7.
avatar
mk47at: There shoulld be a baseq2 folder inside that folder, unless it's completely different on Windows. On Linux the full path is ~/.yq2/baseq2/save/
Yeah, under Documents, Yamagi creates a baseq2 folder and a folder for each expansion pack. But I don't see any "duplicates." It's just weird that the Yamagi mod shows both the saves from the main game and the expansion pack.
avatar
mk47at: There shoulld be a baseq2 folder inside that folder, unless it's completely different on Windows. On Linux the full path is ~/.yq2/baseq2/save/
avatar
IronArcturus: Yeah, under Documents, Yamagi creates a baseq2 folder and a folder for each expansion pack. But I don't see any "duplicates." It's just weird that the Yamagi mod shows both the saves from the main game and the expansion pack.
Yes, that is the problem I've observed, too. It's obvioulsy a bug.

If you rename the save folder inside the baseq2 while running one of the expension packs, the game can't find them and therefore won't display the in the menu.

Have you sent an email to Yamagi?
Okay. A quick hack to fix the bug is to edit the Create_Savestrings() function in src\client\menu\menu.c

There is a line "if (!f)". To hide the baseq2 saves, you can replace it with:

int correct_dir = 0;
{
FILE *f2;
char name2[MAX_OSPATH];

Com_sprintf(name2, sizeof(name2), "%s/save/save%i/server.ssv",
FS_Gamedir(), m_loadsave_page * MAX_SAVESLOTS + i);
f2 = fopen(name2, "rb");
correct_dir = !!f2;
if (f2)
fclose(f2);
}


if (f && !correct_dir)
FS_FCloseFile(f);

if (!f || !correct_dir)



Edit: Fixed minor file descriptor leak.
Post edited October 15, 2015 by mk47at
I can confirm same thing with Ground Zero!!Is there any fix for this??
avatar
RottenRotz: I can confirm same thing with Ground Zero!!Is there any fix for this??
Yes. One post above yours if you are able to compile stuff. If you don't, you will have to wait. Yamagi said that he will fix some bugs in November. There are other bugs that are more important.

This bug doesn't do anything bad. It's really just a graphical glitch. You can't load the savegames from baseq2 if you are playing a mod and you aren't able to overwrite them. You can safely use the slots without doing any damage.
avatar
RottenRotz: I can confirm same thing with Ground Zero!!Is there any fix for this??
avatar
mk47at: Yes. One post above yours if you are able to compile stuff. If you don't, you will have to wait. Yamagi said that he will fix some bugs in November. There are other bugs that are more important.

This bug doesn't do anything bad. It's really just a graphical glitch. You can't load the savegames from baseq2 if you are playing a mod and you aren't able to overwrite them. You can safely use the slots without doing any damage.
Thanks!Fixed!
avatar
RottenRotz: Thanks!Fixed!
Did you use the updated version with the "if (f && !correct_dir) FS_FCloseFile(f);" stuff?
avatar
RottenRotz: Thanks!Fixed!
avatar
mk47at: Did you use the updated version with the "if (f && !correct_dir) FS_FCloseFile(f);" stuff?
Thanks for help* :) i found working patch on the web