[minimod][v1.3] Autoautosave

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Re: Autoautosave [v0.9]

Postby m8f » Sat Jun 16, 2018 11:47 am

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

Postby Rowsol » Sat Jun 16, 2018 12:45 pm

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 4:51 pm, edited 1 time in total.
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Re: Autoautosave [v0.9]

Postby Zhs2 » Sat Jun 16, 2018 1:01 pm

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]

Postby m8f » Sat Jun 16, 2018 9:38 pm

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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Re: Autoautosave [v0.9]

Postby Rowsol » Sat Jun 16, 2018 10:05 pm

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 2:51 am, edited 7 times in total.
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Re: Autoautosave [v0.9]

Postby ShockwaveS08 » Sat Jun 16, 2018 10:08 pm

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]

Postby m8f » Sat Jun 16, 2018 11:26 pm

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]

Postby ShockwaveS08 » Wed Jun 20, 2018 12:30 pm

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]

Postby m8f » Wed Jun 20, 2018 12:55 pm

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]

Postby dawnbreez » Sun Jun 24, 2018 4:22 pm

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]

Postby m8f » Sun Jun 24, 2018 8:29 pm

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]

Postby m8f » Wed Jun 27, 2018 8:32 am

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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Re: Autoautosave [v0.10]

Postby Rowsol » Wed Jun 27, 2018 1:54 pm

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

Postby namsan » Sat Jun 30, 2018 11:33 pm

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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Re: Autoautosave [v0.10]

Postby m8f » Sun Jul 01, 2018 12:32 am

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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