Game Saves and the Load menu could be better

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cUnNiNg_StUnTs
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Joined: Sat Apr 22, 2023 10:22 am
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Graphics Processor: nVidia with Vulkan support

Game Saves and the Load menu could be better

Post by cUnNiNg_StUnTs »

First of all, thank you for GZDOOM. I've been using it to explore the thriving modding community for the past 3 years now. A lot of that is because of your team here!

Question:

• Are save files locked in so that you could not code them to contain more information/data?

If they are not locked then my feature request or submission would be. . .

Suggestions:
• It would be cool to load GZDOOM open saved games and be able to launch a MOD because the save remembers the full path to each WAD or PK3 that was used to create the save, and then automatically load them instead of giving an error
- for example, I have way too many MODs to keep track of and a lot of saves will not load because I didn't start DZDOOM with the exact same command line that made the save
- even if it had to push the command line to a temp file and restart the entire GZDoom executable to launch with those switches and then load that save that would be a sweet feature

• Another nice feature since more saves are allowed than Vanilla DOOM, From the load menu, if you could press the first letter and at least have the active selection jump down to saves that begin with that letter that would be a nice feature
- For example, one of my GZDOOM installs folders has 53 saves it takes a while to scroll down and select the save you want to load

Not related to saves exactly:
• Many MODs cause the INI file or GZDOOM saves settings to overwrite key binds because the MOD authors decided to make their own key bind "variables" if you will
• The next time I want to play another MOD I find that a key like grenade or reload is no longer bound and wind up getting killed or frustrated by it
- I don't know a solution for this one but it would be nice somehow if the INI file had a square bracket [MODName.Bindings]
- Some MODs like Project Brutality already have done this but more novice MOD makers get this wrong every time, and I'm not sure if it could be solved by GZDOOM Team or not but it would be a great feature
Gez
 
 
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Joined: Fri Jul 06, 2007 3:22 pm

Re: Game Saves and the Load menu could be better

Post by Gez »

cUnNiNg_StUnTs wrote: Sat Apr 22, 2023 10:45 am • Are save files locked in so that you could not code them to contain more information/data?
They're json files, they contain as much information as they need.
cUnNiNg_StUnTs wrote: Sat Apr 22, 2023 10:45 amSuggestions:
• It would be cool to load GZDOOM open saved games and be able to launch a MOD because the save remembers the full path to each WAD or PK3 that was used to create the save, and then automatically load them instead of giving an error
This would require restarting the engine to purge all the loaded data from the current session and replace it with the new data from the files used by the save. It's probably possible (I know there's a mechanism for a partial restart in the engine) but it would still require some work, as well as handling for when the required files are no longer present.
Proydoha
Posts: 36
Joined: Thu Jan 21, 2016 2:25 am

Re: Game Saves and the Load menu could be better

Post by Proydoha »

Gez wrote: Sat Apr 22, 2023 12:33 pm This would require restarting the engine to purge all the loaded data from the current session and replace it with the new data from the files used by the save. It's probably possible (I know there's a mechanism for a partial restart in the engine) but it would still require some work, as well as handling for when the required files are no longer present.
If this will ever happen please leave an 'off' switch for this feature. I have a habit of switching loaded mods on my savegames.

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