Autoautosave [v1.0]

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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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