[minimod][v1.6.2] Autoautosave
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Autoautosave [v0.9]
Thanks for noticing! Sounds are now converted to ogg.
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Re: Autoautosave [v0.9]
Bizarre bug to report. Loading Trailblazer with this causes the machete to swing slower. Using gzdoom 3.3.2.
e: 0.8 works fine.
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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Re: Autoautosave [v0.9]
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]
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?Rowsol wrote:Bizarre bug to report. Loading Trailblazer with this causes the machete to swing slower. Using gzdoom 3.3.2.
Wow, thanks!Zhs2 wrote:you may be able to throw out ACS entirely by setting gameaction
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]
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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Re: Autoautosave [v0.9]
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.
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]
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.
- 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]
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]
Do you mean that scripted map autosave causes this, or Autoautosave alone?ShockwaveS08 wrote:Autoautosave ends up soft-crashing the app on every other autosave
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]
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]
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]
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]
I'm glad to say no issues now. Good job, mate.
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Re: Autoautosave [v0.10]
I think manual autosave feature is not working in the latest version of your mod.
I'm using GZdoom 3.4.1.
I'm using GZdoom 3.4.1.
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Re: Autoautosave [v0.10]
Oh, indeed. It's fixed now in version 0.10.1. Thanks for reporting!namsan wrote:I think manual autosave feature is not working in the latest version of your mod.