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There could be more than one Quicksave #392

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DanielGibson opened this issue Jun 24, 2021 · 3 comments
Closed

There could be more than one Quicksave #392

DanielGibson opened this issue Jun 24, 2021 · 3 comments

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@DanielGibson
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DanielGibson commented Jun 24, 2021

Cycling through 4 or whatever filenames on each Quicksave so there's backups of the last few ones would be pretty cool

While at it, I could investigate why when creating a new save in the menu it always asks if I want to overwrite that save, even though none with the name exists yet

DanielGibson added a commit to DanielGibson/dhewm3 that referenced this issue Jun 25, 2021
Now the game cycles between QuickSave, QuickSave2, QuickSave3, ...
(up to com_numQuicksaves files, 4 by default, up to 99), always
replacing the oldest.
Quick-loading always loads the newest quicksave, but all quicksaves
can be loaded via the load game menu.
@DanielGibson
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While at it, I could investigate why when creating a new save in the menu it always asks if I want to overwrite that save, even though none with the name exists yet

turns out that it only asks that when clicking save twice - and I've been doing that because after the first click there is no kind of visual feedback like the list scrolling (back) to the top so the newly created savegame is visible - at least if I've scrolled down before to check if the savegame name was already taken...

In the https://github.com/DanielGibson/dhewm3/tree/savegame-impr branch I fixed it to always scroll up and also implemented more than one quicksave (number of quicksaves before it starts overwriting the oldest can be configured with the com_numQuicksaves CVar).

@DanielGibson
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DanielGibson commented Jun 25, 2021

Here's a testbuild for Windows based on that branch: dhewm3-1.52pre-win32-more-quicksaves.zip

Other changes since the last test build:

DanielGibson added a commit that referenced this issue Jul 3, 2021
Now the game cycles between QuickSave, QuickSave2, QuickSave3, ...
(up to com_numQuicksaves files, 4 by default, up to 99), always
replacing the oldest.
Quick-loading always loads the newest quicksave, but all quicksaves
can be loaded via the load game menu.
@DanielGibson
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this is now merged

bmwiedemann pushed a commit to bmwiedemann/openSUSE that referenced this issue Jun 16, 2022
https://build.opensuse.org/request/show/982864
by user mia + dimstar_suse
- Update to 1.5.2:
* Gamma and Brightness are now applied in the shaders instead of
  by setting hardware gamma.  Can be disabled (so hardware gamma
  is used again) with `r_gammaInShaders 0`
* Cycle through multiple Quicksave slots instead of immediately
  overwriting the last Quicksave. The `com_numQuicksaves` CVar
  allows setting the number of QuickSaves
  (gh#dhewm/dhewm3#392)
* Make r_locksurfaces work
  It doesn't do exactly what its description and name suggests:
  it renders everything that is *currently* visible from the
  position/view the player had when setting `r_locksurfaces 1`.
  Originally it was supposed to render exactly the surfaces that
  *were* visible then, but I couldn't get that to work.
  This is pretty similar, but there may be differences with opened
  doors and
rorgoroth pushed a commit to rorgoroth/dhewm3 that referenced this issue Apr 8, 2023
Now the game cycles between QuickSave, QuickSave2, QuickSave3, ...
(up to com_numQuicksaves files, 4 by default, up to 99), always
replacing the oldest.
Quick-loading always loads the newest quicksave, but all quicksaves
can be loaded via the load game menu.
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