One line summary of your issue
Game says it was saved, log says differently
Please explain your issue is in as much detail as possible.
Like a lot of other people, I'm unable to successfully save and reload a game. I've tried a multitude of things:
- Restarting the game
- Restarting Steam
- Verifying the game files in Steam
- Turning off cloud sync in Steam
- Turning on cloud sync in Steam
- Running the game as an administrator
- Running the game in Windows 7 compatibility mode
None of these have done anything for me. After trying all of these I dug around until I found the output_log.txt file and started looking through it. This is what I found:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Creating restart point for story mission!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
SimGameState [LOG] [BeginSave]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Save.Core.SaveSystem [ERROR] False | k_EResultIOFailure
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Enable save toast 413.5871
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
SimGameState [LOG] [SaveComplete]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Disable save toast414.097
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Hide save toast417.1019
Notice that it starts the save process. It then reports an IO error in the log. The problem here is that in the game it still displays the "Game Saved" toast. I'd look into this further, but there are no details on where the game is trying to save. Without that information, I can't research why it's getting an IO error.
In the same mission, right after getting the "Game Saved" toast, I also tried the load button. The load interface opened and told me it couldn't find any saves. I'm finding the following stack trace in my log file that I'm pretty sure is related to the load interface:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at BattleTech.Save.SaveGameStructure.SaveGameStructure.GetAllCampaignSlots () [0x00000] in <filename unknown>:0
at BattleTech.UI.SimGameOptionsMenu.OnAddedToHierarchy () [0x00000] in <filename unknown>:0
at BattleTech.UI.UIManager.AddModule (BattleTech.UI.UIModule module, BattleTech.UI.UINode node, Int32 depth, Boolean resort) [0x00000] in <filename unknown>:0
at BattleTech.UI.UIManager.GetOrCreateAtNode[SimGameOptionsMenu] (System.String prefabName, BattleTech.UI.UINode node, Boolean tryGet, Boolean resort) [0x00000] in <filename unknown>:0
at BattleTech.UI.UIManager.GetOrCreatePopupModule[SimGameOptionsMenu] (System.String prefabOverride, Boolean resort) [0x00000] in <filename unknown>:0
at BattleTech.UI.CombatSelectionHandler.ShowQuitPopup () [0x00000] in <filename unknown>:0
at BattleTech.UI.CombatSelectionHandler.ProcessInput () [0x00000] in <filename unknown>:0
at BattleTech.UI.CombatSelectionHandler.Update () [0x00000] in <filename unknown>:0
I'd love to research this further, but like I said, I'm not really sure where Battletech is trying to store the save files.
One other thing I'd like to note, the game is reacting to clicks while the menu is open. Every time I would click save or load and then resume the game, my units would immediately react to those clicks like they were move commands.
Steps to reproduce the issue
In a mission, open menu.
Click save.
See "Game Saved" toast.
Open menu again.
Click load.
See load interface and message saying there are no save files.
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Game says it was saved, log says differently
Please explain your issue is in as much detail as possible.
Like a lot of other people, I'm unable to successfully save and reload a game. I've tried a multitude of things:
- Restarting the game
- Restarting Steam
- Verifying the game files in Steam
- Turning off cloud sync in Steam
- Turning on cloud sync in Steam
- Running the game as an administrator
- Running the game in Windows 7 compatibility mode
None of these have done anything for me. After trying all of these I dug around until I found the output_log.txt file and started looking through it. This is what I found:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Creating restart point for story mission!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
SimGameState [LOG] [BeginSave]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Save.Core.SaveSystem [ERROR] False | k_EResultIOFailure
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Enable save toast 413.5871
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
SimGameState [LOG] [SaveComplete]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Disable save toast414.097
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Hide save toast417.1019
Notice that it starts the save process. It then reports an IO error in the log. The problem here is that in the game it still displays the "Game Saved" toast. I'd look into this further, but there are no details on where the game is trying to save. Without that information, I can't research why it's getting an IO error.
In the same mission, right after getting the "Game Saved" toast, I also tried the load button. The load interface opened and told me it couldn't find any saves. I'm finding the following stack trace in my log file that I'm pretty sure is related to the load interface:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at BattleTech.Save.SaveGameStructure.SaveGameStructure.GetAllCampaignSlots () [0x00000] in <filename unknown>:0
at BattleTech.UI.SimGameOptionsMenu.OnAddedToHierarchy () [0x00000] in <filename unknown>:0
at BattleTech.UI.UIManager.AddModule (BattleTech.UI.UIModule module, BattleTech.UI.UINode node, Int32 depth, Boolean resort) [0x00000] in <filename unknown>:0
at BattleTech.UI.UIManager.GetOrCreateAtNode[SimGameOptionsMenu] (System.String prefabName, BattleTech.UI.UINode node, Boolean tryGet, Boolean resort) [0x00000] in <filename unknown>:0
at BattleTech.UI.UIManager.GetOrCreatePopupModule[SimGameOptionsMenu] (System.String prefabOverride, Boolean resort) [0x00000] in <filename unknown>:0
at BattleTech.UI.CombatSelectionHandler.ShowQuitPopup () [0x00000] in <filename unknown>:0
at BattleTech.UI.CombatSelectionHandler.ProcessInput () [0x00000] in <filename unknown>:0
at BattleTech.UI.CombatSelectionHandler.Update () [0x00000] in <filename unknown>:0
I'd love to research this further, but like I said, I'm not really sure where Battletech is trying to store the save files.
One other thing I'd like to note, the game is reacting to clicks while the menu is open. Every time I would click save or load and then resume the game, my units would immediately react to those clicks like they were move commands.
Steps to reproduce the issue
In a mission, open menu.
Click save.
See "Game Saved" toast.
Open menu again.
Click load.
See load interface and message saying there are no save files.
Upload attachment
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