[minimod][v1.6.0] Autoautosave

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m8f
 
 
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Re: Autoautosave [v0.9]

Post by m8f »

Thanks for noticing! Sounds are now converted to ogg.
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Rowsol
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Re: Autoautosave [v0.9]

Post by Rowsol »

Bizarre bug to report. Loading Trailblazer with this causes the machete to swing slower. Using gzdoom 3.3.2.

e: 0.8 works fine.
Last edited by Rowsol on Sat Jun 16, 2018 3:51 pm, edited 1 time in total.
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Zhs2
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Re: Autoautosave [v0.9]

Post by Zhs2 »

I would like to mention that you may be able to throw out ACS entirely by setting gameaction, a global variable, to the value 'ga_autosave' (from enum EGameAction, which can be found in zscript/constants.txt)
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Re: Autoautosave [v0.9]

Post by m8f »

Rowsol wrote:Bizarre bug to report. Loading Trailblazer with this causes the machete to swing slower. Using gzdoom 3.3.2.
Cannot reproduce (I'm on gzdoom 3.4.1). Stable 2.5 swings per second. It may be performance issues. Do you notice slowdowns with other things?
Zhs2 wrote:you may be able to throw out ACS entirely by setting gameaction
Wow, thanks!

Minor update (0.9.2):
- fixed saving on Trailblazer backpack;
- removed last ACS code;
- autoautosave now won't happen after manual autosave (by assigned key) until N seconds passed.
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Rowsol
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Re: Autoautosave [v0.9]

Post by Rowsol »

I downloaded 3.4.1 and loaded just TB and this with a fresh .ini. Problem still persists. It's very odd. Using a version later than 0.8 causes my starting weapons to stop bobbing when moving. If anyone else runs into this I'd like to know it's not just me.
Last edited by Rowsol on Sun Jun 17, 2018 1:51 am, edited 7 times in total.
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ShockwaveS08
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Re: Autoautosave [v0.9]

Post by ShockwaveS08 »

I can confirm that AutoAutoSave v0.9.2 and and NCHUD v2.2.0 don't play nice with each other; if I so much as start a new game with both of them loaded at once, GZDoom will force-crash to the desktop (or Delta Touch launcher, in the case of Android users) without so much as an error message.

Further experimentation with Heretic divulges the cause of the problem: Without NCHUD, but with your mod loaded, the game force-crashes immediately as soon as I enable the Alternative HUD within GZDoom's myriad of options.

So the problem might be a conflict with internal GZDoom code pertaining to the Alternative HUD, and any WAD or mod that derives itself from it in some way.
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Re: Autoautosave [v0.9]

Post by m8f »

Update (v0.9.3):
- fixed crash with NC HUD and GZDoom alternative HUD (thanks to ShockwaveS08 for heads up)!

Rowsol: I have no idea why this happens, it's very odd indeed. I'll investigate more, but I cannot promise anything. For me, machete is always slow. It reaches your "normal" speed only if I pickup Blazingsphere.
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Re: Autoautosave [v0.9]

Post by ShockwaveS08 »

I was running GZDoom v3.4.1 via Delta Touch, and it appears that Autoautosave ends up soft-crashing the app on every other autosave; the music and sounds still play, but the game is more or less frozen, often forcing me to reboot my phone outright. My guess is that it's some form of memory leak that only occurs when the mod is run on GZD3.4.1.
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Re: Autoautosave [v0.9]

Post by m8f »

ShockwaveS08 wrote:Autoautosave ends up soft-crashing the app on every other autosave
Do you mean that scripted map autosave causes this, or Autoautosave alone?

I'm currently redesigning this mod again, and I'm afraid there will be no fixes until I finish the new version and test it. If you have any issues, please use previous version (0.8.1). It is available here.
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Re: Autoautosave [v0.9]

Post by dawnbreez »

Having an odd issue where, after some point, the "Time passed" autosave event starts firing over and over without saving. Setting "Time Passed" to off doesn't seem to affect this. Not sure if it's because my health is low or what; I'm playing with Hideous Destructor, so my health value isn't exposed to me; setting "Don't save when health less than" to 0 does not fix it, however.
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Re: Autoautosave [v0.9]

Post by m8f »

Thanks for reporting. This is addressed and will be fixed in version 0.10, that is coming soon. Currently new version is in testing phase.
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Re: Autoautosave [v0.10]

Post by m8f »

Update (v0.10). It contains no new features, just stabilizes previous version (0.9). And I'm a bit less ashamed of the code now. Download link is in OP.
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Rowsol
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Re: Autoautosave [v0.10]

Post by Rowsol »

I'm glad to say no issues now. Good job, mate.
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Re: Autoautosave [v0.10]

Post by namsan »

I think manual autosave feature is not working in the latest version of your mod.
I'm using GZdoom 3.4.1.
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m8f
 
 
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Re: Autoautosave [v0.10]

Post by m8f »

namsan wrote:I think manual autosave feature is not working in the latest version of your mod.
Oh, indeed. It's fixed now in version 0.10.1. Thanks for reporting!

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