IMO resurrect is exactly the same as godmode. Just that you have to type something. Quicksaving was in games since foreverJosko wrote:When I play I always type " resurrect " in the console to revive myself if I die, I always thought it was kind of the same thing as constantly saving.
But having the game constantly auto saving all the time, isn't it a bit cheating? Dying really has no consequense, might aswell go godmode lol.
[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: [minimod][v1.4.2] Autoautosave
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Re: [minimod][v1.4.2] Autoautosave
hi. there may be a bug in [autoautosave version 1.4.2]. for mapsets with many monsters, when autosaving every 10 seconds for speedruns, the message [new active enemies] is displayed repetitively and endlessly. perhaps the message suppressing mechanism in autoautosave may be broken (eg. identical messages below x seconds between them should not be displayed, but still appears due to the bug)? is it possible to fix this, please? the info below may be useful:
settings:
settings:
Spoiler:please let me know if you need any more info. many thanks in advance and happy new year!
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Re: [minimod][v1.4.2] Autoautosave
My gut feeling tells me the error lies with Brutal Doom.
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Re: [minimod][v1.4.2] Autoautosave
hi again. i removed brutal doom as per your suggestion, and autoautosave worked. you are right. many thanks for pinpointing the issue.StroggVorbis wrote:My gut feeling tells me the error lies with Brutal Doom.
edit: just for info, i confirmed autoautosave 1.4.2 is not compatible with the latest brutal doom 21.7.0. after some digging, most probably because of the +ISMONSTER tag being used by brutal doom to tag objects which are not monsters. autoautosave was also mentioned.
source=viewtopic.php?f=43&t=60436&start=90
see timestamp=Thu Feb 14, 2019 11:54 pm
Spoiler:
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Re: [minimod][v1.4.2] Autoautosave
Welp. Don't use "New active enemies" event with Brutal Doom and other mods that mark non-monster things as monsters, I guess.
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Re: [minimod][v1.4.2] Autoautosave
I found something odd. The 'Time passed' event triggers even when dead, wiping all my autosaves if I leave the computer for a while.
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Re: [minimod][v1.4.2] Autoautosave
Thanks for reporting! Added an issue so I don't forget to fix it.
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Re: [minimod][v1.4.2] Autoautosave
Thanks. I found a band-aid for now, just setting m8f_aas_health_limit to 1 prevents the issue.m8f wrote:Thanks for reporting! Added an issue so I don't forget to fix it.
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Re: [minimod][v1.4.2] Autoautosave
Can you do an option for an autosave before exiting the level? when you play with randomized mods autosave on the start of a level can get borring because everything is still the same when you load the level and level reseting can be annoying
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Re: [minimod][v1.4.2] Autoautosave
Can you please explain how saving before exiting the level would help in this situation?
Also, what do you mean by "level resetting can be annoying"? It's super quick, just bind "changemap *" to a key. It keeps your weapons and restarts the level.
Also, what do you mean by "level resetting can be annoying"? It's super quick, just bind "changemap *" to a key. It keeps your weapons and restarts the level.
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Re: [minimod][v1.4.2] Autoautosave
i mean that when playing with randomized mods having to kill the exact same enemys over and over without any change because of the autosave can get a bit annoying because whats the fun of a randomizer if it doesnt randomize?
so i was thinking like you always get to a trigger or touch a button or kill a boss to change map and i was hoping that at the start of such trigger it sets a quicksave before the next level loads so when you start the level its always like your first time in that case a brand new set of enemys instead of saving at the start of a level and getting the same rolls over and over
so i was thinking like you always get to a trigger or touch a button or kill a boss to change map and i was hoping that at the start of such trigger it sets a quicksave before the next level loads so when you start the level its always like your first time in that case a brand new set of enemys instead of saving at the start of a level and getting the same rolls over and over
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Re: [minimod][v1.4.2] Autoautosave
wait i tested it and welp it doesnt work rip also im playing with corruption cards and i dont like every time i die i get to do the same cards again and if i do the changelevel it adds to the counterboris225 wrote: so i was thinking like you always get to a trigger or touch a button or kill a boss to change map and i was hoping that at the start of such trigger it sets a quicksave before the next level loads so when you start the level its always like your first time in that case a brand new set of enemys instead of saving at the start of a level and getting the same rolls over and over
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Re: [minimod][v1.4.2] Autoautosave
That's because corruption cards has its only random seed that it uses. This mod is not to blame. Heck there's even an option to set the seed in the corruption cards options. This was most likely done so people can do races and stuff like that were having the same seed matters.
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Re: [minimod][v1.4.2] Autoautosave
Love this mod.
I would like to ask if it is possible to have it automatically save at level start in another slot but the autosave slots?
I would like to ask if it is possible to have it automatically save at level start in another slot but the autosave slots?
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Re: [minimod][v1.4.2] Autoautosave
Thanks!
Nope, I cannot control to what slot the game saves.
Nope, I cannot control to what slot the game saves.