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ericwa avatar ericwa commented on August 15, 2024 1

I'll close this to keep the QSS issue tracker organized, but I don't know off hand how to disable RRP's autosave.

It may be the only way is to edit out the autosave triggers in the .bsp's

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Focus78 avatar Focus78 commented on August 15, 2024 1

Well this is extremely disappointing.

Why anyone thought that autosaves of any kind were ever a good idea without at minimum the ability to disable the function is logically beyond me.

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garoto avatar garoto commented on August 15, 2024

If with "quicksave" you mean "autosave", then it's a feature of whatever map pack/mod you're running. Vanilla Quake or Quakespasm has no built-in autosave functionality.

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Focus78 avatar Focus78 commented on August 15, 2024

Yes, autosave. My bad.

The map is "Rubicon Rumble Pack".

How do I disable the autosave?

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garoto avatar garoto commented on August 15, 2024

I investigated a bit and I don't think you can disable the autosave in RRP. It's hardcoded in the progs.dat.

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Focus78 avatar Focus78 commented on August 15, 2024

What line do I need to remove to stop it from occuring?

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garoto avatar garoto commented on August 15, 2024

Ugh, you'd need to decompile the progs.dat, grep all the *.qc files for checkpoint and/or quick (only two files will match: triggers.qc and client.qc) and work from there by commenting or removing the routines. Recompile the progs.dat when done, repack pak0.pak with it and test.

I'm not a programmer, but that's how I'd approach this issue.

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garoto avatar garoto commented on August 15, 2024

Perhaps if you explain the reason why you need to disable RRPs autosave feature, there might be a better solution. Is it because it overwrites your own generated quicksaves?

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Focus78 avatar Focus78 commented on August 15, 2024

Yes. Plus I find it irritating.

I'm going to be honest with you in that I downloaded Quakespasm simply to play this addon. I was previously a DarkPlaces user and this behavior never occurred in that port. Sadly this mapset goes beyond what DarkPlaces can handle without failing to render assets.

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garoto avatar garoto commented on August 15, 2024

In this case, just override the default Quake quicksave name and keybind via an autoexec.cfg placed in the mod dir with the following content:

bind "F6" "echo Quicksaving...; wait; save myquicksave"
bind "F9" "echo Quickloading...; wait; load myquicksave"

The map pack will continue to load its autosave game (named quick) if you respawn after dying via a left mouse click or a spacebar press. In that case, just press F9 to load your own custom named savegame.

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adelpha avatar adelpha commented on August 15, 2024

I'm not sure, but it might be possible to:

  1. export the entity lists from the BSPs
  2. remove all trigger_checkpoint entities from the list
  3. place edited .ent files in the maps folder
  4. external_ents "1" in autoexec.cfg or in console

Might be slightly more complicated if the trigger_checkpoint ents have is_waiting keys because then they're inactive until triggered. I'm not experienced enough to know what happens if a target is missing - best case scenario is that nothing happens at all. :)

Just a thought.

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adelpha avatar adelpha commented on August 15, 2024

Actually, it's not that simple. Some of the trigger_checkpoint ents also trigger other ents required for map progression, for example in telefragged.bsp removing the trigger_checkpoint ents makes the silver keycard impossible to obtain because the cage around the keycard doesn't disappear:

{
"spawnflags" "0"
"classname" "trigger_checkpoint"
"is_waiting" "1"
"targetname" "cagesectiontrigger"
"model" "*75"
}

It's probably technically possible to rewrite the .ent file to make it work by changing certain trigger_checkpoints into other trigger types, but it's too complicated for me. Think you might just have to live with it, @Focus78.

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garoto avatar garoto commented on August 15, 2024

Recompiling the progs.dat after commenting any save quick/load quick routine might be the less painfull way afterall.

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