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.
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 (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.
ZandySave v1.0
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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.
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.
- openroadracer
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Re: ZandySave v1.0
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I'm just glad I'll be able to have it working with my old, out-of-date GZ4.3.3.
I'm just glad I'll be able to have it working with my old, out-of-date GZ4.3.3.
- TDRR
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Re: ZandySave v1.0
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.openroadracer wrote:Oh, I can't thank you enough for this, TDRR. This has all the features of current AutoAutoSave versions, correct?
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.
- openroadracer
- Posts: 496
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Re: ZandySave v1.0
Oh, in other words, I should just stick with AAS v1.3, then. Alright.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.
Pity, I though this would be better for me.