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First post, by janskjaer

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I've installed the retail version of Unreal (v205) onto my Windows 95 machine (see sig below) and have progressed through some levels, making saves along the way.

After installing patch 226f, I am no longer able to see the saved game entries correctly within the game.
Unreal sees the saves, but does not name them correctly. This is because somewhere along the way in the patch history, some of the Unreal.ini configuration was separated off into a separate .ini file called User.ini.
This new User.ini file contains, obviously, all data related to the current user playing the game.
Unreal.ini retains configuration specific to the system, drivers, world and the engine.

So I found the following section in 205 Unreal.ini:

[UnrealI.UnrealSlotMenu]
SlotNames[0]=Vortex Rikers 21:33 May 22
SlotNames[1]=NyLeve's Falls 22:22 May 22
SlotNames[2]=Rrajigar Mine 21:30 May 23
SlotNames[3]=Depths of Rrajigar 21:31 May 24
SlotNames[4]=Sacred Passage 22:00 May 25
SlotNames[5]=..Empty..
SlotNames[6]=..Empty..
SlotNames[7]=..Empty..
SlotNames[8]=..Empty..

and I used the above to replace the following in 226f User.ini:

[UnrealShare.UnrealSlotMenu]
SlotNames[9]=Saved game
SlotNames[0]=Saved game
SlotNames[1]=Saved game
SlotNames[2]=Saved game
SlotNames[3]=Saved game
SlotNames[4]=Saved game

These saved games from version 205 can be opened in version 226f but once I proceed to the transition area between the end of the current level and the beginning of the next, Unreal crashes and an error occurs:
The error as displayed in the Windows GUI:
unreal_save_error.png

Included is parts of the unreal.log. The following is where the save game is loaded from the main menu:

ScriptLog: Console entering Menuing
ScriptLog: Console leaving Menuing
Log: SetClientTravel: ?load=4 0
Log: URL: Adding default option Name=janskjaer
Log: URL: Adding default option Class=UnrealI.FemaleOne
Log: Browse: Index.unr?load=4?Name=janskjaer?Class=UnrealI.FemaleOne
Log: LoadMap: ..\Save\Save4.usa?Name=janskjaer?Class=UnrealI.FemaleOne?load
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Loading: Package Save4
Log: Loading: Package Ancient
Log: Loading: Package Mine
Log: Loading: Package HubEffects
Log: Loading: Package SKYBox
Log: Loading: Package shaneDAY
Log: Loading: Package GreatFire
Log: Loading: Package Activates
Log: Loading: Package dusk
Log: Loading: Package Ambmodern
Log: Loading: Package shanesky
Log: Loading: Package GenTerra
Log: Loading: Package Male1Skins
Log: Loading: Package Render
Init: Shut down moving brush tracker for Level Unreal.MyLevel
Warning: Property Score of Class UnrealShare.MaleThree not found
Warning: Skipping 4 bytes of type 4
Warning: Property OldMessage of Class UnrealShare.Translator not found
Warning: Skipping 70 bytes of type 7
Warning: Property OlderMessage of Class UnrealShare.Translator not found
Warning: Skipping 70 bytes of type 7
Log: Flushed Glide TMU 0
Log: Flushed Glide TMU 1
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Unreal
Log: Unloading: Package NALIFX
Log: Unloading: Package GenIn
Log: Unloading: Package flyby
DevMusic: Unregister music: Music flyby.flyby
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Login: janskjaer
ScriptWarning: SinglePlayer Save4.SinglePlayer0 (Function Engine.GameInfo.ChangeTeam:0010) Accessed None
ScriptWarning: SinglePlayer Save4.SinglePlayer0 (Function Engine.GameInfo.ChangeTeam:0018) Attempt to assigned variable through None
ScriptWarning: SinglePlayer Save4.SinglePlayer0 (Function Engine.GameInfo.Login:046B) Accessed None
ScriptWarning: SinglePlayer Save4.SinglePlayer0 (Function Engine.GameInfo.Login:0519) Accessed None
ScriptWarning: SinglePlayer Save4.SinglePlayer0 (Function Engine.GameInfo.Login:0521) Attempt to assigned variable through None
Log: Possessed PlayerPawn: MaleThree Save4.MaleThree0
ScriptWarning: SinglePlayer Save4.SinglePlayer0 (Function Engine.GameInfo.AcceptInventory:0031) Accessed None
ScriptLog: All inventory from is accepted
Init: Initialized moving brush tracker for Level Save4.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Flushed Glide TMU 0
Log: Flushed Glide TMU 1
DevMusic: Load music: Music dusk.dusk

The following is the log activity recorded when the player moves to the area where the next level is loaded:

Log: SetClientTravel: Chizra#Chizraentry?peer 1
Critical: ClientTravel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGlideRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 05/26/18 21:54:46

Ironically, this error can still be found today in the UE4 SDK developer tools when building your own games if a saved game is corrupt or missing.
Has anyone been able to successfully use Unreal saves from previous versions and then use the same saves once the game has been patched to a later version?
If anyone also knows a workaround to the error occurring above, I'd really appreciate it.

DELL Dimension XPS M200s
:Intel P1 MMX 200MHz
:64MB EDO
:DOS 6.22/Win95b
:Matrox Millenium II + m3D (PowerVR PCX2)
Chaintech 7VJL Apogee
:AMD AthlonXP 2700+
:512MB DDR
:Win98SE/2000 SP4
:3dfx Voodoo5 5500 AGP

Reply 1 of 3, by F2bnp

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Yeah, you probably can't do that, they must have changed things significantly between patches.

You could just load into the map you were in and include the all the weapons you had. That should work sufficiently, no?

Reply 2 of 3, by leileilol

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Sometimes. I did load some initial release saves in later ones fine, though editor sprites reveal themselves in places and I think one of the later versions would just disable input completely.

apsosig.png
long live PCem

Reply 3 of 3, by janskjaer

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F2bnp wrote:

Yeah, you probably can't do that, they must have changed things significantly between patches.

You could just load into the map you were in and include the all the weapons you had. That should work sufficiently, no?

It was the same thing I'd already thought about as a last resort.

Realistically, I can't see how there is a way it is achievable as many improvements that would have been made between the two versions, potentially improving the save/load functionality at the same time as deprecating some of the original function calls the save files may be looking for.

DELL Dimension XPS M200s
:Intel P1 MMX 200MHz
:64MB EDO
:DOS 6.22/Win95b
:Matrox Millenium II + m3D (PowerVR PCX2)
Chaintech 7VJL Apogee
:AMD AthlonXP 2700+
:512MB DDR
:Win98SE/2000 SP4
:3dfx Voodoo5 5500 AGP