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Codeless Save & Load Requires Client Restart Between Games

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I've implemented a codeless save load (using the natives in the w3ts library) and it's working great. But there's one problem: it requires you restart your client between games, otherwise the load reads the previous save data. I'm guessing this is due to some cache issue in the game client, but I have no idea how to purge the cache manually or work around this issue.

Any help or insight would be appreciated!
 
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@Dr Super Good I have a followup question that you might know since it's about codeless save/load: Are there any issues with codeless save/load that can cause desyncs later in the game? If the save/load itself is the issue, then I would expect it to occur immediately.

I have this weird vague memory of a forum post I read a year ago that it might break the FourCC calls, but I might be making that up. Any help is appreciated.
 

Dr Super Good

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@Dr Super Good I have a followup question that you might know since it's about codeless save/load: Are there any issues with codeless save/load that can cause desyncs later in the game? If the save/load itself is the issue, then I would expect it to occur immediately.
Not as far as I am aware. Such systems should not be causing desyncs directly at any time.
 
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