To better deal with the random savefile corruptions that occur for some
users. This should help? I tested it with each file in the chain
corrupted to make sure it was falling back onto the backups properly,
and made it delete the base file if all backups were corrupt, which is a
very unlikely scenario but might as well put a case to handle it.
Settings menu now fully works, but will need to add more changes in a
bit to make it save a settings file (so user won't have to change
settings every relaunch)
An ending that made me very, VERY teary-eyed, interrupted by an access
denied error…argh, code bugs, why! >~< Basically, the path to “My
Games” and the name of the journal’s executable are now defined by
oneshot.cpp and loaded into the Ruby script, so the ending isn’t
interrupted. Now all that’s left is to compile the journal!
I found out what the actual issue was with saves — it wasn’t that
xScripts needed to be recompiled (although it helped load previous
saves from the Windows build on Steam), it was that Ruby 2.1 doesn’t
seem to work with the saves, @mathewv might have determined this when
selecting 2.2 as the minimum. I have Ruby 2.3 on my system, installed
through Homebrew, so that is what I selected for my particular build.
Qmake creates an “empty.lproj” file every time we make an app bundle (I
like to go the app bundle route when making MKXP-1S), but we don’t use
those, so why worry about their changes?
Apparently there was already a function for reseting the frame wait,
used commonly after loading files. So we don't have to use the hacky
method of making the game wait for X number of frames anymore.
If you opened the fast travel or the item menu right before touching a
touch-run event, it would soft-lock you if the event changed niko's
move-route, since niko was unable to move due to his update function
being unreached.
The .app happens to be a tweaked version of the one provided when
grabbing a copy of the game from Steam, as I am unfamiliar with the
process of collecting frameworks into an app bundle, at least with
cmake/qmake. All you need to do is replace the .app in
~/Library/Application Support/Steam/SteamApps/OneShot/ to play on Mac!