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There could be more than one Quicksave #392
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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.
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 |
Here's a testbuild for Windows based on that branch: dhewm3-1.52pre-win32-more-quicksaves.zip Other changes since the last test build:
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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.
this is now merged |
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
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.
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
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