ZandySave v1.0

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TDRR
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ZandySave v1.0

Post by TDRR »

ZandySave is a mod inspired by m8f's fantastic autoautosave mod, except built without ZScript for GZDoom 1.8.6 and Zandronum.
Like autoautosave, it's universal, and is designed to work with any mod, map, or IWAD.
ZandySave_v1.0.zip
(28.23 KiB) Downloaded 202 times
It features:
-The ability to save periodically, every X minutes.
-Autosave for everywhere from 10-100% of monsters killed.
-Autosave for every secret found.
-Autosave for a configurable amount of health/armor increase/decrease.
-The ability to individually turn off every autosave condition.
-Plays the Zandronum connect sound when it autosaves 'cause I thought it was cool :biggrin: (with a configurable volume, too)

It does support newer GZDoom versions just fine, but keep in mind that if they support a fairly high ZScript version then you're best off using autoautosave.
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openroadracer
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Re: ZandySave v1.0

Post by openroadracer »

Oh, I can't thank you enough for this, TDRR. This has all the features of current AutoAutoSave versions, correct?

I'm just glad I'll be able to have it working with my old, out-of-date GZ4.3.3.
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TDRR
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Re: ZandySave v1.0

Post by TDRR »

openroadracer wrote:Oh, I can't thank you enough for this, TDRR. This has all the features of current AutoAutoSave versions, correct?
Well no, it has a small subset of features that should be helpful enough in most cases. You can read which are they in the main post up there.

I might make another version that adds autosaving on boss monster death, but the other changes are too intrusive like for me to include.

Really, if you're running such a relatively recent GZDoom version, you're probably best off using whatever older version of autoautosave you were using before, as long as it didn't have some crippling bug or something. GZDoom 4.x certainly isn't part of the target sourceports, it merely works fine but you can use AAS instead.
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openroadracer
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Re: ZandySave v1.0

Post by openroadracer »

TDRR wrote:Well no, it has a small subset of features that should be helpful enough in most cases. You can read which are they in the main post up there.

I might make another version that adds autosaving on boss monster death, but the other changes are too intrusive like for me to include.

Really, if you're running such a relatively recent GZDoom version, you're probably best off using whatever older version of autoautosave you were using before, as long as it didn't have some crippling bug or something. GZDoom 4.x certainly isn't part of the target sourceports, it merely works fine but you can use AAS instead.
Oh, in other words, I should just stick with AAS v1.3, then. Alright.

Pity, I though this would be better for me.
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