Bugfix update: v1.6.2.
Fixed a VM abort with Corruption Cards.
[minimod][v1.6.2] Autoautosave
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Please read the full rules for more details.
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][v1.6.2] Autoautosave
Fun undiscovered bug report: If you attempt to start a map in multiplayer when it does not have enough player starts for all players (which actually works and is playable normally), autoautosave VM aborts the players without starts (and fatal crashes the players that do).
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Re: [minimod][v1.5.0] Autoautosave
Female:
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Re: [minimod][v1.6.2] Autoautosave
Hey m8f,
Brilliant, very useful and high quality mod as always.
I'm wondering if it'd be possible to add an option to NOT auto save when there are active enemies, or when the player is moving / fired a weapon recently? The reason is that on save my game micro-stutters and it would be nice to have some autosave toggles active (such as time-based) but have the saves and therefore the stutters happen at times when they do not affect gameplay or be noticeable in the first place.
Brilliant, very useful and high quality mod as always.
I'm wondering if it'd be possible to add an option to NOT auto save when there are active enemies, or when the player is moving / fired a weapon recently? The reason is that on save my game micro-stutters and it would be nice to have some autosave toggles active (such as time-based) but have the saves and therefore the stutters happen at times when they do not affect gameplay or be noticeable in the first place.
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Re: [minimod][v1.6.2] Autoautosave
fantastic mod.... if I just replace the wav file with my own can I make a custom voice?
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Re: [minimod][v1.6.2] Autoautosave
Broke in GZ 4.14.1
"autoautosave-v1.6.2.pk3:zscript/aas_token.zs, line 43: Attempt to override non-existent virtual function TryPickup"
"autoautosave-v1.6.2.pk3:zscript/aas_token.zs, line 43: Attempt to override non-existent virtual function TryPickup"
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Re: [minimod][v1.6.2] Autoautosave
Change line 44 of zscript/aas_token.zs to read:
The "out" is the change in the function signature and means the pointer to the toucher needs to be passed directly into the function, rather than a reference copy.
Code: Select all
override
bool TryPickup(out Actor toucher)
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Re: [minimod][v1.6.2] Autoautosave
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Re: [minimod][v1.6.2] Autoautosave
Is it possible to disable the text messages printed to screen? Things like "You have moved to a a new place" for example ruins silent teleport illusions and stuff (like say when using them to fake multi story floors in a building as you walk up a staircase). I know you can disable voice, save and screenshot.. but what about the text messages? I do like some of them.. like I only have voice on 90% killed for example, but I do like seeing the other % values being shows as a message with no sound.
: Tl;DR :
1) Can you disable the text message announcements?
2) If so, is it possible to disable them individually, so some show and others don't?
: Tl;DR :
1) Can you disable the text message announcements?
2) If so, is it possible to disable them individually, so some show and others don't?
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Re: [minimod][v1.6.2] Autoautosave
Text message announcements can be disabled entirely: Autoautosave options -> Log to console -> nothing.
At the moment you cannot disable text messages individually. You can work around this by editing the .pk3: language.txt -> AAS_EVENT_TELEPORT, make it look like (note that there are two AAS_EVENT_TELEPORT entries, for each supported language).
At the moment you cannot disable text messages individually. You can work around this by editing the .pk3: language.txt -> AAS_EVENT_TELEPORT, make it look like
Code: Select all
AAS_EVENT_TELEPORT = "";