Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1st use game_save/load. Super easy but it saves almost everything. I don't believe it saves what was in data structures though.
2nd use an ini file. This is the most common way you'll find in gm tutorials. If you're just messing around it's fine, but ini files are ment for settings that the user can manually edit not saves. For saves it's inefficiant and super easy to cheat.
3rd use a buffer. This is the hardest way but imo it's the best way. What you'll want to do here is save all the data that you know every save will have and there will be no duplicates of and they will stay the same size at the start and just read sequentially. Then start each 'unknown size' section with a header detailing how many times it needs to loop and anything else special when reading the data. So it would look something like this
date/time userlevel npc_relations_header npc_relations inventory_info_header inventory etc