Home Artists Posts Import Register

Content

Now there are two bitflag cvars for controlling autosave behavior: autosave_onget & autosave_ondiscard. The first one autosaves when you pick up any of its items, and the second one autosaves when any of its items are discarded. By default, the only items set to save on discard are the door keys.

Autosaves have a minimum interval of 4 seconds now, because there's no need to save twice when you reach a secret area and pick up a powerup inside.

The autosave on health recovery was also implemented. If your health goes <= 25 and you recover at least 50 health points afterwards, the game is autosaved. Some examples:

  • Damaged to 1 health point, and got two 25-point health boxes: autosaved at 51 health points.
  • Damaged to 25 health points, and got a 15-point health box followed by two 25-point health boxes: autosaved at 90 health points.

Also, if you keep losing and recovering small amounts of health, it doesn't matter; only the minimum health and maximum recovery reached counts for this autosaving method.
This approach is very flexible in order to not autosave too frequently, but I'll likely implement a couple cvars to configure it.

Now, both the delay timer and the health tracking needs to be stored in savegames to work properly after you load the saves, but I'm having some issues implementing their savegame routines. After this is fixed, the next version should be released.

Comments

No comments found for this post.