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autoautosave's Introduction

Autoautosave

GZDoom mod: universal autosaver.

It works as a configurable checkpoint system. It is designed to be compatible with any monster and weapon mod, and any map.

Features

  • autosave on various events: enemies alerted and killed, health or armor drops or rises, items are found, etc.
  • periodic autosave.
  • autosave on every event is optional.
  • some events have fine-tuning options.
  • optional screenshot taking when events happen.
  • three options for event reporting: console, on-screen, and voice.

Thanks to

  • insightguy, Someone64, 4thcharacter, Tesculpture, SiFi270, ShockwaveS08, Rowsol, Zhs2, dawnbreez, namsan, Crimsondrgn, Captain J, Spaceman333, retronutcase, HexaDoken, Tapwave, IKA, and darkness for help, suggestions, and bug reports.
  • Tapwave for excellent voice packs!
  • generic name guy for Brazilian Portuguese localization.

Info

Author: m8f

License: GPLv3 (see copying.txt)

This mod is a part of m8f's toolbox.

autoautosave's People

Contributors

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autoautosave's Issues

Armor pickup event

Someone64:

drla's armor system is different maybe it would be better to save upon picking up map placed armors rather than armor low and armor high

disable autoautosave for a few seconds after transitioning to a new map

Submitted by Zhs2: https://forum.zdoom.org/viewtopic.php?f=43&t=59889&p=1156271#p1156271

I've also thought of a suggestion, now that Golden Souls 2 brings it to mind. Would you consider disabling autoautosaving for at least a few seconds after transitioning to a new map? I ask because revisiting maps in a hub tends to fire events such as "all enemies eliminated", "all items collected", etcetera, again and create another autosave, in addition to the autosave that GZDoom does on a map transition.

(My previous idea was to bookkeep which maps have had these statistics maxed, but that's likely more work than is necessary to prevent two immediate saves. Although, to ponder on it more, it would be necessary to solve the Hexen problem of a script that continually spawns enemies...)

Mixed "all enemies eliminated"/"no more active enemies" events

Someone64:

when all enemies are eliminated it says no more active enemies instead
it used to say that all enemies are eliminated more often
instead of simply stating that there are no active enemies
i guess the way to have it say all enemies eliminated now is to kill the last enemy before making it active
but yeah. it does say all enemies eliminated but the TTS announces no more active enemies instead.

aas_instant_ tokens produce the "something rare!" console message meant for GS coins

It looks like the cause is here; the event handler re-uses the gs_gold_coin event type, which produces the "something rare!" message.

Since the instant tokens are meant to be used by other mods to trigger autosaves, this message can be incongruous or confusing; in my case I'm using the token to trigger an autosave when the player finishes a level-up, so it looks very out of place. It probably makes more sense to either not produce a message at all (and leave it to the mod creating the token to emit the message, if it wants one), or to read the message out of the token's tag.

exit switch has no effect if autosave is in progress

Report: https://forum.zdoom.org/viewtopic.php?f=43&t=59889&p=1121698#p1121698

ShockwaveS08 » 16 Oct 2019 11:27:

Major bug, regarding this minimod: When standing near an exit switch, pressing Use on it just as you trigger an autoautosave will still pull the switch, but now you'll never be able to exit the level unless you restart the level or warp to the next one.

Bug found in Doom's E1M1, and was triggered as soon as I picked up the last item in the map.

account for moved keys

Submitted by Ltmajordude via Discord:

Was playing a run and saw the blue keycard on a blue platform
Before I got it, dunno if from DuesDoom's feature of monsters having augments that can push items away including keycards
or Corruption Card's Earthquake causing the quake to scatter items around including keycards
Either way, the keycard was off the platform

I didn't autoautosave when I picked up the keycard

"Unknown event type"

submitted by Tapwave via Discord:

also triggers "you have moved to another place" voiceline
this is using a portal it seems
yeah, it's when I use portals

unknown

I just got an unknown event using a teleporter line
Tapwave
Equinox map 7 from the secret backpack "pier"
this area
unknown
That was on [GZDoom] 4.4.0

[Bug] mod asks for ZScript v4.4.2, which is not recognized by dev-build of GZD 4.5pre

I have noticed that zscript.zc now requires version 4.4.2, however this leads to my dev-build of GZD complaining that it only supports up to 4.4.0 (even though it's from the current GZDoom master 4.5 pre-release commit), and quitting out immediately after launch.

This is easily fixed by reverting the required version to 4.4.0 in my local copy of zscript.zc, but I just thought I'd report it

Hubs: game saves twice

Submitted by IKA:

bug report: in hubs, if you travel back to map with everything killed, game will save twice(one standard, one from aas)

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