Topic: Does modifying campaign level scripts change them in savegames?
Sauss-Ente![]() Topic Opener |
Posted at:
2025-06-19, 20:39 UTC+2.0
Very specific question. I'm trying to modify a lua script in one of the campaign levels and would like to apply it to an existing savegame. The script files for savegames (on loading them) aren't taken from their "original" campaign folder, are they? Does some kind of debug option exist to do so? ![]() ![]() |
hessenfarmer![]() |
Posted at:
2025-06-19, 21:57 UTC+2.0
Unfortunately there is no option to apply changed scripts to a savegame.
Edited:
2025-06-19, 21:57 UTC+2.0
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Ron_of_Nord![]() |
Posted at:
2025-06-20, 04:30 UTC+2.0
Isn't that cheating ? Unless you're debugging your own script I suppose... The aussies are coming, ya ho! ya ho! ![]() ![]() |
Sauss-Ente![]() Topic Opener |
Posted at:
2025-06-20, 08:56 UTC+2.0
You're right, if the savegames could be modified that easily, it could be used for cheating. But nah, I just wanted to do some tweaking on one of the levels and wanted to test it on a savegame. But savegames can be recreated with the fast-forward button, so that will do. The scripts in Widelands are written with a clean programming language and almost invite for modifying them.
Thank you for clarifying. These tiny 2-3 MB .wgf savegame files must contain a lot of data.
Edited:
2025-06-20, 08:58 UTC+2.0
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Ron_of_Nord![]() |
Posted at:
2025-06-20, 09:11 UTC+2.0
Tweaking some things can make something more fun.
I believe the savegames hold both the map itself and all the game state data, The aussies are coming, ya ho! ya ho! ![]() ![]() |