[minimod][v1.1] Autoautosave

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Re: Autoautosave [v0.12] (+auto screen shots)

Postby Spaceman333 » Mon Nov 05, 2018 4:39 pm

The screenshot feature is beautiful, I'm getting albums of cool images with them:
Spoiler: big image

Spoiler: another huge image
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Re: Autoautosave [v1.0]

Postby m8f » Sat Dec 08, 2018 12:21 am

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.
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Re: Autoautosave [v1.0]

Postby Someone64 » Sat Dec 08, 2018 4:13 am

May I suggest changing the way finding weapons and keys works with 3D floors? playing this with Alfonzone, I've been getting autosaves from being FAR under or over where keys and weapons are sitting.
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Re: Autoautosave [v1.0]

Postby m8f » Sat Dec 08, 2018 6:54 am

Someone64 wrote:May I suggest changing the way finding weapons and keys works with 3D floors? playing this with Alfonzone, I've been getting autosaves from being FAR under or over where keys and weapons are sitting.

Can you please tell an example here this happens?
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Re: [minimod][v1.0.1] Autoautosave

Postby m8f » Sun Dec 23, 2018 6:56 am

Bug fix update: v1.0.1: autosave was not working if screen shot was enabled for this event.
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Re: [minimod][v1.0.1] Autoautosave

Postby Someone64 » Sun Dec 23, 2018 11:19 am

Sorry it took so long for me to get back to you. Alfonezone MAP04, there is a tower with a helix staircase with the key at the very top. If you simply walk through the doorway into it it will trigger autoautosave despite the fact that the key is a LONG way up from where the doorway is. It's the tall structure to the right when you spawn. Can't miss it.
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Re: [minimod][v1.0.2] Autoautosave

Postby m8f » Sun Dec 30, 2018 5:03 am

Autosaving beneath the keys (and other autosave-worthy things) is fixed in v1.0.2.

Someone64, thanks for reporting! And please let me know if there are any more problems.
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Re: [minimod][v1.1] Autoautosave

Postby m8f » Mon Feb 18, 2019 11:18 am

Small update (v1.1):

- fixed repeating "Time passed" message that appeared in some conditions (thanks to Someone64 for reporting);
- added an option to make a screenshot on level start;
- added an option to make a screenshot when the player has only 1% health (I missed an opportunity to make so much epic screenshots in Avactor without this feature).
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