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SDV 1.1 MegaIssue #17

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5 of 17 tasks
phoenx34 opened this issue Oct 4, 2016 · 3 comments
Open
5 of 17 tasks

SDV 1.1 MegaIssue #17

phoenx34 opened this issue Oct 4, 2016 · 3 comments

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@phoenx34
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phoenx34 commented Oct 4, 2016

  • Farm type saving and compatibility - It seems creating and loading, with hosting and client connections work with the new farms, but when said players do something that could not previously be done, I am sure this will corrupt the saves.
  • Previously created multiplayer farms and default farm compatibility
  • House upgrades, specifically the new basement upgrade - Loading a fully upgraded house and trying to host or client will break the game, reverting the house back to the starter and causing a crash. So, when players buy any upgrade in 1.1 it will probably break the save.
  • New items need to be taken into account and implemented
    • Buildings
      • Junimo Hut
      • Investigate others (Shed, mill, arcane stuff)
    • Objects
      • Cask
      • Maybe furniture de/serialization
    • Witch shrines
      • Memory (Dating status is technically shared)
      • Selfishness (Might be fine since children stay in farmer house?)
      • Night Terrors (mainly client -> server, since clients will get server status next day)
  • Divorce - Everyone knows who is married to who so that two people can't marry the same person. Make sure this works right.
  • Post Community Center/New wizard quest - Need to see what exactly happens when the quest starts, but this will need to be implemented to work with both the server and clients.
  • 1.11 update compatibility
@spacechase0
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spacechase0 commented Oct 4, 2016

Ignore this for now, will edit in a moment

  • meow

Just FYI, I'll have to edit your comment to change things. (When I put it here it doesn't track the progress in the main tracker page like it does above.) I'm adding a few things off the top of my head.

@spacechase0
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Oh, and a note about the community center/new quest.

It should mostly work in 1.07. We may be able to ignore it. Each player would be able to do the quest, but they would need to finish it themselves (giving void mayo etc.) to be able to get into the witch hut.

With the community center, things are mostly independent, although I did make sure to sync being able to read junimo text (quest is still completable I think).

spacechase0 pushed a commit that referenced this issue Oct 5, 2016
Might not have needed actually, now that I think about it.
spacechase0 pushed a commit that referenced this issue Oct 5, 2016
The diff is too crazy for me to tell if it was necessary or not.
spacechase0 pushed a commit that referenced this issue Oct 5, 2016
Only SpecialItem and Cask are new, not sure why the others weren't here.
Maybe I'll find out later when it breaks.
spacechase0 pushed a commit that referenced this issue Oct 5, 2016
The part with the switches and spouse names is a bit different in vanilla. It does some sort of string hash now. It shows just a <PrivateImplementation> thing, so I'm not sure what it is. I'm hoping this will work though. I got the numbers for Shane/Emily from there though.
@phoenx34
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phoenx34 commented Oct 7, 2016

NOTE: Do not download the decoder thing that I used to give you the C code. I do not know if it was that program in particular, but my entire windows volume was corrupted and I had to reformat and reinstall. :(

spacechase0 added a commit that referenced this issue Nov 15, 2016
@tiansh tiansh mentioned this issue Dec 25, 2016
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