Hexen save woes

I’ve started investigating what could be wrong with Hexen savegames regarding the state of ACS scripts. Right now I’m feeling quite overwhelmed — this code is complicated, even convoluted. Particularly the ACS state is broken down into multiple parts: world state, map state, individual script states as thinkers, and deferred script run requests. Each part is saved and loaded separately.

Due to all the complexity, I’m not surprised we are having malfunctions. Continue reading Hexen save woes