I was hoping to block off slot 0 to future user saves so as to prevent the case of the user saving in slot 0 and then playing for a while and then forgetting to save and exiting. If slot 0 is not marked off as Autosave then they can save in this slot and hence disable autosave. The default period is 300 secs for this value, which most users will probably not change. With this feature the user will only have enabled autosaving ifġ.) They don't already have a save in slot 0Ģ.) They don't save to slot 0 before the first config set autosave period. I removed the redundant enum for the should I prefer using getMillis() over getTotalPlayTime() the latter is what I am currently using and it seems to work.Īfter we have discussed the autosave operation a bit I am not sure how useful/used the autosave will be. ![]() I am now using the default shouldPerformAutoSave() so that just grabs the config based period (issue 2), and I have also moved the polling into the doFrame function (issue 4). Overwriting users's saves must be avoided. I like idea of not writing an autosave in slot 0 if there is already a non autosave save in there. If it's possible to save and the state changed since the last autosave and there has not been an autosave in the last few seconds then save. The save would be made as soon as the delay is expired and it's possible to save.Ĭheckpoint based saves are possible as well. I have no objections to time-based autosaving. If users rely on autosaving, then they can loose progress because the game did not save when they thought it would. But then an autosave will be made when quitting while the game is interactive, and not when it's playing a script. Saving when quitting must obey those rules. See MohawkEngine_Myst::canSaveGameStateCurrently. It's also forbidden to save in some stacks because there are no scripts to restore to. Saving is not allowed when scripts are running to prevent saves with an inconsistent state. These are some of the features that ScummVM has over the original games.Autosaving is a tricky question in Myst. Might and Magic 4 & 5.ĭeveloped by Nucleosys, Scream engine was only usedįor the cult classic adventure game, Scratches
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