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save in slot does not effect autosave?!?!

 
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Wed Oct 13, 2010 4:37 pm    Post subject: save in slot does not effect autosave?!?! Reply with quote

This is rather a bug, for some reason in my custom load game screen, I used save in slot, so that when I run a future autosave, it would save to the save slot. But... It opens the save menu instead... *sigh*

My only workaround would be to create a global variable containing the save slot and replace any autosaves with save in slot(global variable). However, I should just be-able to use autosave.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Oct 13, 2010 5:06 pm    Post subject: Re: save in slot does not effect autosave?!?! Reply with quote

chronoboy wrote:
This is rather a bug, for some reason in my custom load game screen, I used save in slot, so that when I run a future autosave, it would save to the save slot. But... It opens the save menu instead... *sigh*


Can you explain what you are doing in more detail? I have been able to implement autosave in my own games (Don't Eat Soap and Bell of Chaos both use it) and I know other people have done it too.

Maybe you could post your autosave script?
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Wed Oct 13, 2010 5:26 pm    Post subject: Re: save in slot does not effect autosave?!?! Reply with quote

James Paige wrote:
chronoboy wrote:
This is rather a bug, for some reason in my custom load game screen, I used save in slot, so that when I run a future autosave, it would save to the save slot. But... It opens the save menu instead... *sigh*


Can you explain what you are doing in more detail? I have been able to implement autosave in my own games (Don't Eat Soap and Bell of Chaos both use it) and I know other people have done it too.

Maybe you could post your autosave script?


It would be more than just the autosave script, it would also be the script with save in slot:
Code:
plotscript, activate save,arg,npcref, begin
  variable (i,i2,passed intro)
  set hero picture (me,0)
  suspend player
  for (i,0,5,1) do (hide string (i))
  passed intro := import globals (5,1)
  if (passed intro == 1) then, begin
    for (i2,2,0,-1) do, begin
      for (i,5,9,2) do (write map block (i,4,i2+140,1),write map block (i+1,4,i2+156,1))
      wait (2)
    end
    for (i,5,9,2) do (write map block (i,4,0,1),write map block (i+1,4,0,1))
  end, else, begin
    for (i2,2,0,-1) do, begin
      for (i,5,9,2) do (write map block (i,4,i2+144,0))
      wait (3)
    end
    for (i,5,9,2) do (write map block (i,4,159,0))
  end
  wait (1)
  fade screen out
  load from slot (get NPC ID(npcref))
  save in slot (get NPC ID(npcref))
  teleport to map (3,34,8)
  wait (1)
  new game
end


plotscript, save point, begin
  if (inside == 0) then
  begin
    setup clock
    if (autosave) then ($1="Your game has been saved.") else ($1="Save cancelled.")
  end,else ($1="Cannot save game inside a building.")
  show text box (1)
  wait for text box
end


Most of this code is irreverent to the issue, but when my save point script is run(from the main menu), it would pop-up the save menu once, I don't want the save menu to pop-up at all. My current workaround is to use save in slot instead of autosave and store the save slot in a global variable.

My workaround works perfectly, so I know my script is fine for the most part.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Oct 14, 2010 4:21 am    Post subject: Reply with quote

autosave is just a wrapper script around saveinslot that uses the lastsaveslot command. It's not documented in the dictionary, but lastsaveslot is only updated when you save or load using the save menu. So it's not a bug, just not documented well enough. Creating a custom wrapper similar to autosave that checks a global variable appears to be the best workaround. We coudl add an argument to saveinslot which updates lastsaveslot, I suppose.
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