[minimod][v1.6.2] Autoautosave

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m8f
 
 
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Re: [minimod][v1.4] Autoautosave

Post by m8f »

Big update time! Version 1.4 released.

Changelog:
  • removed the delay between events and autosave;
  • voice notifications now don't override each other;
  • added two new voices;
  • added events when % of enemies are killed;
  • added an interface for mod support;
  • more robust periodic saving;
  • made event descriptions shorter;
  • sounds are now precached;
  • added a submenu for voice notifications for individual events;
  • added boss group size option for event tuning;
  • made major healing value configurable;
  • fixed "Unknown event type" message;
  • fixed default console log level value;
  • disabled autosave on titlemaps;
  • fixed repeated autosave on cleared hubs;
  • fixed not saving on items in hubs;
  • fixed saving on things that hover in the air;
  • better mod compatibility;
  • menu cleanups;
  • various internal cleanups.
Won't do:
  • DRLA/DRPG crate open events.
    There is mod support interface now so everyone can easily make compatibility patches for their favorite mods;
  • delay the save until there is no projectiles.
    An autosave should happen as soon as possible when the event occurs, otherwise it would lead to confusion.
    Saving only when the player is safe is reasonable, but it's difficult to detect safety properly.
    There is an event for saving when there is no active enemies.
As always, feedback and bug reports are appreciated.
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mamaluigisbagel
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Re: [minimod][v1.4] Autoautosave

Post by mamaluigisbagel »

I won't lie, this mini-mod has screwed me over so many times by saving right before a Baron's projectile kills me, but its still the best mini-mod I've found due to my bad habit of forgetting to save. I'm glad to see it still getting updates :D (besides, if you get an unfortunate save like that, just go back to an autosave before that)

side note I still say ICARUSLIV3S needs to friggin use this mod with how much he forgets to save in his streams lol
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openroadracer
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Re: [minimod][v1.4] Autoautosave

Post by openroadracer »

Hey, m8f, can you reupload v1.3, please? GZDoom, ever since 4.4.0, has just been eating up tons of RAM like never before and I'm sticking with 4.3.3 until further notice. However, Autoautosave 1.4 won't run in anything less than GZ4.4.2.
Accensus
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Re: [minimod][v1.4] Autoautosave

Post by Accensus »

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Ltmajordude
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Re: [minimod][v1.4] Autoautosave

Post by Ltmajordude »

added events when % of enemies are killed
Yay! Thanks m8f!
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openroadracer
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Re: [minimod][v1.4] Autoautosave

Post by openroadracer »

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m8f
 
 
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Re: [minimod][v1.4.1] Autoautosave

Post by m8f »

Bugfix update: version 1.4.1.

Changelog:
  • fixed LZDoom compatibility (tested on 3.86a);
  • don't trigger Health Low and Armor Low events on death.
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m8f
 
 
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Re: [minimod][v1.4.2] Autoautosave

Post by m8f »

Bugfix update: version 1.4.2.

Changelog:
  • fixed: don't emit "No active enemies" event when the player is dead (very annoying!);
  • fixed % kill event logging even when logging is set to quiet (settings need to be readjusted after this);
  • added an option to set log message color.
eviltechno
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Re: [minimod][v1.4.2] Autoautosave

Post by eviltechno »

Ah too bad.. Gzdoom 4.3.3 is not supported.

Does this let me autosave at the beginning of each map?

I'd like this feature as i often play with music randomizers and dying without autosaving will change the music on death if you didn't save before (for each map)
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m8f
 
 
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Re: [minimod][v1.4.2] Autoautosave

Post by m8f »

If there is a reason why you cannot upgrade to newest GZDoom, try LZDoom.

Try in console:

Code: Select all

m8f_aas_save_on_level_start true
I haven't tested it, maybe it will help with the music issue.
eviltechno
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Re: [minimod][v1.4.2] Autoautosave

Post by eviltechno »

m8f wrote:If there is a reason why you cannot upgrade to newest GZDoom, try LZDoom.

Try in console:

Code: Select all

m8f_aas_save_on_level_start true
I haven't tested it, maybe it will help with the music issue.

I had to downgrade as newer gzdoom version has a problem high resolution packs.

Never tried LZDoom. Only zandronum (for coop) and gzdoom
Josko
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Re: [minimod][v1.4.2] Autoautosave

Post by Josko »

When I play I always type " resurrect " in the console to revive myself if I die, I always thought it was kind of the same thing as constantly saving.

But having the game constantly auto saving all the time, isn't it a bit cheating? Dying really has no consequense, might aswell go godmode lol.
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openroadracer
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Re: [minimod][v1.4.2] Autoautosave

Post by openroadracer »

Josko wrote:When I play I always type " resurrect " in the console to revive myself if I die, I always thought it was kind of the same thing as constantly saving.

But having the game constantly auto saving all the time, isn't it a bit cheating? Dying really has no consequence, might as well go godmode lol.
Hey, if something happens outside the game and requires your attention right the f%&k now, it's kinda helpful to have autosaves.
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Re: [minimod][v1.4.2] Autoautosave

Post by m8f »

Josko wrote:But having the game constantly auto saving all the time, isn't it a bit cheating?
Yes, it is!

Also, some other entries in "a bit cheating" list:
- resolutions bigger than 320x200
- aspect ratios other than 4:3
- HUDs other than vanilla statusbar
- source ports with behaviors that differ from the original
- gameplay mods
- jumping/crouching
- crosshairs
- disabled autoaim
- freelook

I used all these terrible things, and I thought I might as well add a couple more cheating tools.
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Hellser
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Re: [minimod][v1.4.2] Autoautosave

Post by Hellser »

Hey. Nothing wrong with save scumming. But death to all who plays Doom above 160x100! :laff:

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