Comments (13)
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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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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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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Yes, autosave. My bad.
The map is "Rubicon Rumble Pack".
How do I disable the autosave?
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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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What line do I need to remove to stop it from occuring?
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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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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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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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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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I'm not sure, but it might be possible to:
- export the entity lists from the BSPs
- remove all trigger_checkpoint entities from the list
- place edited .ent files in the maps folder
- 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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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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Recompiling the progs.dat
after commenting any save quick
/load quick
routine might be the less painfull way afterall.
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