[minimod][v1.6.2] Autoautosave

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m8f
 
 
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Re: [minimod][v1.6.0] Autoautosave

Post by m8f »

Bugfix update: v1.6.2.

Fixed a VM abort with Corruption Cards.
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Zhs2
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Re: [minimod][v1.6.2] Autoautosave

Post by Zhs2 »

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

Post by ExodiusLabs »

Tapwave wrote: Sun Jul 31, 2022 3:24 am The new Male and Female voices use NovelAI's TTS, and I have their respective seeds, so you can go ahead and fiddle with it if you're interested. :P
I'm curious myself. Mind sharing them?
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Re: [minimod][v1.5.0] Autoautosave

Post by Tapwave »

ExodiusLabs wrote: Mon Jan 02, 2023 2:58 pm
Tapwave wrote: Sun Jul 31, 2022 3:24 am The new Male and Female voices use NovelAI's TTS, and I have their respective seeds, so you can go ahead and fiddle with it if you're interested. :P
I'm curious myself. Mind sharing them?
Female:
seedmix:spoon|cadence:towe
male:
seedmix:quiver|intonation:hell
bLUEbYTE
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Re: [minimod][v1.6.2] Autoautosave

Post by bLUEbYTE »

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.
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Re: [minimod][v1.6.2] Autoautosave

Post by aJynks »

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

Post by Brohnesorge »

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"
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Re: [minimod][v1.6.2] Autoautosave

Post by Zhs2 »

Change line 44 of zscript/aas_token.zs to read:

Code: Select all

  override
  bool TryPickup(out Actor toucher)
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.
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Re: [minimod][v1.6.2] Autoautosave

Post by m8f »

bLUEbYTE wrote: Fri Apr 07, 2023 10:27 pm I'm wondering if it'd be possible to add an option...
Maybe some day.

aJynks wrote: Tue Feb 18, 2025 2:20 am fantastic mod.... if I just replace the wav file with my own can I make a custom voice?
Yes.

Brohnesorge wrote: Sun Mar 02, 2025 7:56 pm Broke in GZ 4.14.1
Zhs2 wrote: Mon Mar 03, 2025 9:18 am Change line 44 of zscript/aas_token.zs to read:
Thanks! Fixed in v1.6.3.
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Re: [minimod][v1.6.2] Autoautosave

Post by aJynks »

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?
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Re: [minimod][v1.6.2] Autoautosave

Post by m8f »

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

Code: Select all

AAS_EVENT_TELEPORT     = "";
(note that there are two AAS_EVENT_TELEPORT entries, for each supported language).

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