
Instead of recording everything in a compact binary format, it now saves only changed values in a JSON format, which means that saves become human-readable but shouldn't get too large anyway. Recently, the entire save game format was completely changed. To some extent it's possible to still keep backward compatibility with old saves by looking at the version number and predicting then that such or such attribute will be missing so we can just give it its default value instead of trying to read it, but eventually there would be a point where keeping all the compatibility cruft would just be too much work.

From time to time, though, objects get to have a new attribute - because someone wants a new feature for example - and that tosses things out of alignment. Is GZDoom injecting something into them when in use and that causes different sectors which prevents the saves working, or something along those lines? Save games in ZDoom, until recently, were based on a binary serialization format where it saves every attribute of every object. Korell: If so, I do have a quick question, as I'm just wondering what it is about the GZDoom releases (and dev build releases) that breaks save game compatibility, as the WAD files being used for the game files aren't changing.

It's one of the many reasons why I dislike that mod. To trigger this action, the barons have to explicitly call it: īrutal Doom simply neglects to call A_BossDeath in some of the barons' variant death states, so depending on how the last baron in the level dies, the effect will happen or not.Īgain, this is entirely 100% the fault of Brutal Doom and its terrible, terrible coding. The E1M8 wall lowering is an action that is triggered by the barons of Hell when they die, if no other baron remain. Yes, Brutal Doom is EXTREMELY POORLY CODED, it is FULL OF BUGS, and Marcos Abenante doesn't care about fixing them, as evidenced by the 0.l issue that has been there for months. The Brutal Doom gibs also used to block elevators and doors and such, but those were fixed. Korell: Some users reported that the walls not coming down error was often experienced when the barons were gibbed rather than just killed, which means it could be due to how Brutal Doom handles the gibs.
