[minimod][v1.4.2] Autoautosave

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Re: [minimod][v1.4] Autoautosave

Postby m8f » Sun Jul 12, 2020 12:29 am

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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Re: [minimod][v1.4] Autoautosave

Postby mamaluigisbagel » Sun Jul 12, 2020 2:20 pm

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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Re: [minimod][v1.4] Autoautosave

Postby openroadracer » Sun Jul 12, 2020 2:26 pm

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

Postby Accensus » Sun Jul 12, 2020 2:41 pm

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Re: [minimod][v1.4] Autoautosave

Postby Ltmajordude » Sun Jul 12, 2020 3:03 pm

added events when % of enemies are killed


Yay! Thanks m8f!
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Re: [minimod][v1.4] Autoautosave

Postby openroadracer » Sun Jul 12, 2020 8:43 pm

Accensus wrote:https://github.com/mmaulwurff/autoautosave/releases/tag/1.3
Thanks a bunch.
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Re: [minimod][v1.4.1] Autoautosave

Postby m8f » Wed Jul 15, 2020 10:36 am

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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Re: [minimod][v1.4.2] Autoautosave

Postby m8f » Thu Aug 06, 2020 10:32 am

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.
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