[minimod][v1.6.0] Autoautosave

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m8f
 
 
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Re: [WIP][v0.3] Autoautosave (+configurable save on alert)

Post by m8f »

Update: v0.3.
Changes:
- added autosave on monster group alert
- added autosave on boss alert
- increased top health and armor options (still not too much)

Edit: v0.4.
fix save on boss kill (all monsters were considered bosses).
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ShockwaveS08
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Re: [v0.4] Autoautosave (+configurable save on alert)

Post by ShockwaveS08 »

Gave this a test-run with D4T, pretty awesome work so far! Almost like a legitimate checkpoint system in contemporary gaming nowadays. :D
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Re: [v0.4] Autoautosave (+configurable save on alert)

Post by m8f »

That's nice to hear :)
The important difference between Autoautosave and checkpoint system is that you can save manually at any time too, if you need to.
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Re: [v0.4] Autoautosave (+configurable save on alert)

Post by Someone64 »

Suggestion for the health and armor saving options: make it so that you can input what you want instead of having to click through all of them and allow disabling each of the 4 individual options (or type 0 in the input to disable).
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Re: [v0.5] Autoautosave

Post by m8f »

Someone64 wrote:Suggestion for the health and armor saving options: make it so that you can input what you want instead of having to click through all of them and allow disabling each of the 4 individual options (or type 0 in the input to disable).
That makes sense. Done.

Update v0.5:
improved and fixed health/armor drop/rise settings.
made autosave on keys, weapons, and powerups instantaneous.
fixed bug with some events not being disabled when autoautosave is disabled.
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Re: [v0.5] Autoautosave

Post by SiFi270 »

I feel like the "autosave on weapon pickup" condition could use some customization options such as not counting weapons dropped by monsters, or only counting a weapon that the player hasn't found anywhere else yet. One potential problem I see with the latter is that I also sometimes use an addon to force pistol starts, and I'm wondering if when a "new" weapon is found on a later map, the autosave script might think "oh that isn't new the player got one of those on a previous map"
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Re: [v0.5] Autoautosave

Post by m8f »

SiFi270 wrote:"autosave on weapon pickup" condition could use some customization options such as not counting weapons dropped by monsters, or only counting a weapon that the player hasn't found anywhere else yet
I agree, but I haven't found a way for this feature to work on all weapon mods yet.
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Re: [v0.6] Autoautosave

Post by m8f »

Update v0.6: added an option to save or not to save on dropped weapons/powerups/key (default: no).
SiFi270 wrote:or only counting a weapon that the player hasn't found anywhere else yet.
I won't add an option to prevent saving on weapons that player already got because:
1. It's hard to implement to work on all weapon mods.
2. I think that a place on the map where the weapon lays is an important point of the map, so autosave at this point is useful.
Autoautosave saves even if you don't pick up a weapon, just walking over it. So it doesn't matter if player already got the weapon.
And now there is an option to disable saving on dropped weapons to prevent save spamming.
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Re: [v0.6] Autoautosave

Post by Accensus »

Okay, gotta admit, I'm impressed by the customizability of this. And the reason Autosaver wasn't flexible is that nobody really gave any feedback or suggestions. Ain't it a wonder! Still, props for making this. I approve. Might actually use it myself for saving when picking up keys. I usually forget to do that.
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Re: [v0.7] Autoautosave

Post by m8f »

Thanks!
And yes, feedback and interest are fuel for development.

Also, an update (v0.7):
added an option to save on backpack pickup (default: on).
added autosave on Trailblazer custom powerups.
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Re: [v0.7] Autoautosave

Post by Someone64 »

You may want to put on the first post what mods this has special functions for now that you've done something for Trailblazer. Probably in the same format as your weapon menu mod.
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Re: [v0.7] Autoautosave

Post by m8f »

Someone64 wrote:You may want to put on the first post what mods this has special functions for now that you've done something for Trailblazer. Probably in the same format as your weapon menu mod.
This is just a fix, nothing too special. Trailblazer has its own powerups inherited from CustomInventory, so it needed proper handling. I'll add such fixes for other mods if I discover similar things.
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Re: [v0.8] Autoautosave (+save on teleport)

Post by zelent »

Thank you so much!

I've been looking for something like this for a very long time.
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Re: Autoautosave [v0.9]

Post by m8f »

Update (v0.9):
- new event: no more active enemies. It is triggered when a group of enemies was active, and now enemies are dead. Group size is configurable in options.
- fixed event triggering for automap and berserk.
- all events now can be logged to the console, or printed on screen, or announced as a sound.
- mod is rewritten from scratch in ZScript (almost), so there may be bugs. If you find one, please tell me.
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Re: Autoautosave [v0.9]

Post by ShockwaveS08 »

Filesize seemed a bit on the hefty side for a tiny mod, so I opened it up, and there was 1.5MB of uncompressed .WAV files. I took the liberty of OGG-ifying everything, and now it's much lighter at a lean 315KB. Might want to look into that for the next update. Otherwise, keep up the awesome work! :D

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