snackerfork wrote:it doesn't check to see if the player is in a safe spot before saving
"Safe spot" is quite subjective. If I ever get to finish Danger-O-Meter mod (which is not published yet), I'll add Autoautosave integration that will stop it from saving in high-danger situations.
Update (or should I call it a release?) v1.0
. The biggest change is the version bump. Other changes are:
- added saving on keys in Final Doomer and QCDE;
- moved ZScript code to separate files for reading convenience;
- switched GPLv3 license.