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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. A.Q.S.S. - AutoQuickSave System This is a small mod to do quicksaves on an automatic, scheduled basis. It can also do a quicksave when you launch a vessel. Additionally, it can play a sound when a quicksave is done. Features Selectable interval for quicksaves Quicksave on Launch Templated names for the quicksave files Automatic expiration of old quicksaves based on specified criteria Audio file playable when a quicksave is done Usage Click the button: There are two buttons, one for the quicksave options, and one for the Sound Options The filenames are created using a template. The template for both Launch and Quicksave are shown, and the line right below each is showing the final result. Click the Template Info button to read about the available tokens which can be used in the templates Automatic Purging of old files The bottom three lines are the criteria to determine when to delete files. Two things to note: Launch quicksaves are never purged. The mod will only delete files which match the prefix AutoQSave_ and which fit the rest of the criteria Sound Options An audio file can be played automatically whenever a quicksave is done. The available sounds are listed in a list, and you can add more. To add your own sounds, copy the audio file into the folder: AutoQuickSaveSystem/Audio, close and open the window and the new files will be shown in the list. The currently selected audio file is highlighted with green letters. Click the little triangle at the right of each line to hear the sound the audio file plays Special note regarding Quicksave on launch This depends on the initial staging event of a newly launched vessel. What this means is that if you launch a rover and drive it away, no quicksave will be done of that launch Availability Github: https://github.com/linuxgurugamer/AutoQuickSaveSystem Download: https://spacedock.info/mod/2475/AQSS - Auto-Quick-Save-System License: GPLv3 Now available in CKAN Questions & Answers How is this different from S.A.V.E. ? S.A.V.E does full backups of the save, including craft files, and whatever else is in the save directory. This does a quicksave, meaning that it quicksaves the game into a new persistent sfs & meta file. Quicksaves can be loaded immediately inside the game, S.A.V.E. backups can't, you need to restore a backup, which restores everything from the backup for the selected save Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Still in beta, and already reviewed by Kottabos Games: Main config window Audio configuration window Template Info Window Acknowledgements This was originally going to be part of the S.A.V.E. mod, made by @Nereid. After I had written it, I found that @Nereid had updated his Github repo, which seemed to indicate that he was about to update the mod. So I pulled all the code related to backups out, and made this a new mod. The SAVE mod has a GPL license, so I am using that to avoid any possible license issues
  2. I've pulled my code out of S.A.V.E. and have created a new mod for it, it's going to be called the AutoQuickSave System (AQSS). Beta to be released later today or tomorrow
  3. I know,but "rarely" doesn't mean "never", and a few versions back I got bitten by one (I forget which). Thx
  4. The DMagic modules changed since this was written. Originally it did support DMagic, but it's a mod on life support for me, since Science Alert is IMHO so much better
  5. yeah, but it's a problem when I'm walking the dog and replying on mobile
  6. DMagic has his own part modules for the experiments. I'd suggest trying the mod ScienceAlerts, which does have DMagic support:
  7. I'm going to wait to hear from him, at least a few days Which is why I wrote. I had made an assumption which was wrong (that he was gone). Anyway, enough on this. We agree to disagree, I'll continue testing my version, and will start looking at 1.10
  8. Could you post a list of the mods that are working for you?
  9. Thanks for the great information. Just one question: Are you aware of any API changes that I (and other modders) should be aware of? I'm referring to changes in existing APIs, not new ones.
  10. Probably. It was exceptional in the number of delays, was very happy to see it finally go up
  11. I know, about 2 hours earlier than I expected. Enjoy
  12. There are an awful lot of people who don't. In this week alone, I've been asked/told that my mods are not in CKAN because they are still listed as 1.8.1. I'm getting rather tired of constantly explaining it. Is there a good post I can link to with the instructions, diagrams, etc for those people who can't read?
  13. Which is why I've just written him to find out his intentions. I have no intent to fork the mod if he continues, if he does, then I'll just pull my stuff into a new mod. I've offered to adopt it if he indeed is leaving, I have no intention to make an unfriendly fork. Yes, you do have to be careful using coroutines. It is possible for a single coroutine to lock up a game entirely. They should be used for specific tasks only
  14. I agree to disagree. The only changes he pushed was updating the project file. And regarding coroutines, I'm using the WaitUntil to replace all the thread sleeps. This way they impose zero impact on the game 99.99% of the time, and the backups are done so quickly that they still have minimal impact. Hopefully he will do a release, but it's been 5 months since he was last on the forums. I'll look at your changes to see how you do it. I can always backfill the other changes I did onto the original codebase
  15. IMHO, the correct solution is not to use thread. I've successfully done just that, and there is no performance impact in my current testing. Also, I've made the following improvements: Replaced all threading code with CoRoutines Removed asynchronous setting Added SaveOnLaunch, with template string Rewrite config saves to standard ConfigNode format Added SaveConfirmationSound option Added QuickSave ability, with template string Added expiration limits to quicksaves Added tabs to configuration page to select between Backup Options, Quicksave Options and Sound Options Adjusted height of the Status and Clone pages to no more than 1/2 of the window height I just finished the final part of the updated config, now need to do some testing in my big career install. Given the changes, I'm thinking of calling my version something like S.A.V.E Enhanced and one question for all of you: Do you see a need to preserve the old config settings? Good to know the exact cause, thanks. Very, which is why, IMHO, the coroutine route is the safer way to go
  16. Not sure if this is what you mean, but I got a 500 error on that link
  17. Not always. I remember a recent previous launch that was delayed a few months
  18. I actually don't expect until noon in Mexico City, 1pm Eastern
  19. The data is correct, the mod was built for 1.8.1, and is compatible with 1.9.1 This is normal and expected behaviour from CKAN. Just change the compatibility settings in CKAN and the problem goes away. This is like the 5th time I've had to answer this question this week. Is it the imminent arrival of 1.10 ?
  20. Due the the issue of the internal threading in this mod, I've started my process to adopt this mod. Even though it seemed to work in 1.9.1, due to the threads you are constantly at risk of the game crashing. Look at my previous post from May 1 (right above this) for an example. I have it working without the threads, and will be doing a full adoption soon. I hope to be able to release a final version in the next week or so.
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