[minimod][v1.4.2] Autoautosave

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Re: [minimod][v1.2.2] Autoautosave

Postby DYD » Fri Oct 25, 2019 11:21 am

Is it possible to make the autosaves replace the older ones so I can have only 1 autosave slot?
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Re: [minimod][v1.2.2] Autoautosave

Postby m8f » Fri Oct 25, 2019 9:44 pm

Go to Autoautosave options and set "Number of autosaves" to 1.
Not sure why you would want this, because there is always a chance of getting an unlucky autosave.
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Re: [minimod][v1.2.2] Autoautosave

Postby retronutcase » Sun Oct 27, 2019 10:00 pm

Absolutely loving this mod, though I do have a couple questions/requests regarding it.

Would it be possible to have the auto save that's created when you enter a new map (assuming it's enabled) not be overwritten by other autosaves, so you always have an autosave at the start of the map if needed?

Also, key pickups don't register as autosave events in some of Yholl's mods like Doom Roguelike Arsenal and LegenDoom. Could that be fixed?
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Re: [minimod][v1.3] Autoautosave

Postby m8f » Mon Oct 28, 2019 9:35 am

retronutcase wrote:Would it be possible to have the auto save that's created when you enter a new map (assuming it's enabled) not be overwritten by other autosaves, so you always have an autosave at the start of the map if needed?
I believe this is not possible to do automatically. What I would recommend: type
Code: Select allExpand view
bind t "save on_level_start"
in console. Replace t with a key that is convenient to you. Then you would be able to do a named save by pressing this key. This is a bit faster way than through the save menu.

retronutcase wrote:Also, key pickups don't register as autosave events in some of Yholl's mods like Doom Roguelike Arsenal and LegenDoom. Could that be fixed?
Yes!
I finally found a way to do this in a generic way. Here is the update: https://www.mediafire.com/file/srqvcu8c ... 3.pk3/file
Autoautosave should be now even more universal.
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Re: [minimod][v1.3] Autoautosave

Postby dmslr » Sun Nov 03, 2019 2:57 am

How difficult is making auto pistol start (combined with autosave ofc) as an option?
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Re: [minimod][v1.3] Autoautosave

Postby m8f » Sun Nov 03, 2019 3:01 am

Not sure what do you mean. There are several pistol start mods out there, one of which is IDCLEVer starter.
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Re: [minimod][v1.3] Autoautosave

Postby dmslr » Sun Nov 03, 2019 4:17 am

Sorry. I thought it might be relevant. Thanks for both your minimods!
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Re: [minimod][v1.3] Autoautosave

Postby saibog » Wed Apr 15, 2020 9:19 am

hi and hope all is well on your side of the world. really love your mod. if possible, could you slightly tweak your mod to have say 120 autosaves max limit rather than the 20 max limit? i wanted to autosave like every 30 seconds per hour of gameplay, which amounts to ideally 120 autosaves. i tried changing the cvar "autosavecount" via "autoexec.cfg", but that max limit reverts back to 20 in the game. thank you in advance and for the awesome work.
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Re: [minimod][v1.3] Autoautosave

Postby m8f » Wed Apr 15, 2020 9:04 pm

Just tried to set autosavecount to 120 via console, and it looks like it stays like so even in game. I successfully created 23 autosaves now.
Anyway, this variable is not something that I could tweak in the mod, it's engine-side.
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Re: [minimod][v1.3] Autoautosave

Postby Lagi » Mon Jun 08, 2020 12:01 pm

excellent tool, now when I die before exit, i dont contemplate my life choices :)
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Re: [minimod][v1.3] Autoautosave

Postby Zhs2 » Mon Jun 15, 2020 12:08 pm

Decided to use this with a second play of Golden Souls 2 and discovered that its Big Coins don't seem to trigger the "important item found" event. Also discovered that the "moved to another place" event prints "Unknown event type" to the console when it fires. Using GZDoom 4.4.1.

Edit: And it appears "Time passed" likes to fire after "All enemies eliminated" or "Major healing" often"?
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Re: [minimod][v1.3] Autoautosave

Postby m8f » Mon Jun 15, 2020 8:33 pm

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Re: [minimod][v1.3] Autoautosave

Postby Zhs2 » Wed Jun 17, 2020 3:30 pm

I've also thought of a suggestion, now that Golden Souls 2 brings it to mind. Would you consider disabling autoautosaving for at least a few seconds after transitioning to a new map? I ask because revisiting maps in a hub tends to fire events such as "all enemies eliminated", "all items collected", etcetera, again and create another autosave, in addition to the autosave that GZDoom does on a map transition.

(My previous idea was to bookkeep which maps have had these statistics maxed, but that's likely more work than is necessary to prevent two immediate saves. Although, to ponder on it more, it would be necessary to solve the Hexen problem of a script that continually spawns enemies...)
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Re: [minimod][v1.3] Autoautosave

Postby m8f » Wed Jun 17, 2020 8:11 pm

Thanks for the suggestion! Added an issue.

I really should revisit this mod and update it.
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Re: [minimod][v1.3] Autoautosave

Postby Ltmajordude » Wed Jun 17, 2020 10:04 pm

I really should revisit this mod and update it.

Yeah, this mod sounds really interesting.
Would like it if it autosaved when 33% enemies are dead and autosave when 66% enemies are dead.
Or if it autosaved when 50% enemies are dead or something. shrugs
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