Unfortunately this doesn't seem to be working as of Dec-21 68598 build, the one steam is running now. I'm getting the following error randomly, then the game crashes, sometimes the machine reboots itself:
fmodstudio.dll caused an Access Violation (0xc0000005) in module fmodstudio.dll at 0033:f7a5ec64.
This is kind of a must have mod so I hope it's updated, thanks in advance!
This was working great for me at first, it was saving every 15 minutes and it was great. I got so comfortable with it working that I stopped manually saving all the time, but for the past 2 days it runs once after I first start playing, then never again. I lost about 7 hours of gameplay today because I didn't realize it wasn't working and I played all day then my game crashed..
I fixed it by loading up the latest save, then deleting every save folder and making a new manual save. After that the autosave is working fine again. I'm not sure but I think having too many screenshots is what caused it. I had installed one of the mods that gives you screenshots of all the database entries to use in picture frames, deleting the save folders removed those screenshots.
Hi, Could you explain why we would use (I actually only use your but I'm not the only guy who looking for an autosave feature here) THIS mod than the fork you based on your mod please?
This mod has diverged a bit from Dingos mod, for example:
- this mod will make a separate autosave "series" for each of your main game slots, Dingos does one series for all slots - this mod will use the main game save method and then use the result to create autosave slots (allowing caches/other mods/screenshots etc) to be backed up as well, Dingos mod only handles screenshots and without the hardcore option enabled will lead to some slight progression loss at times (see the bug posted on his portal)
Bottom line, I wanted an autosave mod, Dingos was broken - I tried to fix it and ended up wanting to add more features so I made this. Feel free to use whichever suits your needs :)
<<Feel free to use whichever suits your needs :) >>
Oh no sir, I just try your and I'm fully satisfacted. I just wonder why, since he updates his own some day ago. Btw, thank for the explanation, maybe you could put this infos on the description page of your mod.
I have some requests/questions about it. It's seems that doit in his mod too...
¤ Each time the autosave is processing and one is in the seamoth, he go out and go in quickly. It's really annoying. What's this mess?
¤ I guess there's nothing to do about freezes but I have an idea, in adding and activating an option to pause the game like the game do when it saves you know? There's a little blue button/windows in the center of the screen (Please Wait or something like that, I'm not an english user) when we command a save, maybe you could apply that method in order to "hide" freezes from regards of players. By using the ever made code of the game I mean, like the way your code* saves the game. I speak about option because I'm aware somes will not like at all that half solution but I think it could be worth to give a try.
- I'll see what I can do about explaining differences. (since splitting it off it's seen quite some internal changes - having to go back and keep track of Dingos mod and what happens there is irrelevant for this mod since v1.0.0 but if I get to many questions I'll add something useful, thnx for bringing it up :) )
- about the jumping seamoth, I'm not sure actually, I noticed it myself and figured unless it hinders the save I'm just going to let it be for now, but I'll register a bug for it over on github to keep track at least, https://github.com/Bisa/Autosave/issues/9
- not sure what you mean there, you want the game to pause while it is saving?
"I just wonder why, since he updates his own some day ago."
If you check the code that was changed that's actually my edit that I sent to his repo on github, that's the point where I decided I wanted to modify and make a new adaption of the mod.
You're welcome, I don't know how to code in C, only lua a little bit so I give some ideas.
> - not sure what you mean there, you want the game to pause while it is saving?
Not a real pause, but exactly like when we save the game by ourself you know? Give a try to see what I mean. There's a little blue box telling us to wait a little bit, time for the engine to operate. During this time, the game is paused and unpause by itself. The idea is to make the autosave attitude go the same way that the normal save. We're warned by message in upper left that the autosave will occur, then that, it's saving etc. I imagine it's the perfect moment to set this mini pause and blue box. Freezes are very annoying since we often moove the camera, we're are often in a input sequence, it makes me do few bad things by '"mistake". The pause I spoke was mainly to prevent this. All of this (blue box and pauses activatable or deactivatable in the mod option menu. Maybe it could solve the problem with the seamoth (???). It's just an idea, I think it could be cool to have this.
Btw, thanks for the reply and to having take this into consideration.
I'm still not following what you mean :) perhaps you could drop by discord and show me? Im Bisa#3412 over at the QMod Manager Discord: https://discord.gg/UpWuWwq
Exceteraviking wrote: Hi, Could you explain why we would use (I actually only use your but I'm not the only guy who looking for an autosave feature here) THIS mod than the fork you based on your mod please?
What's the differences a this time?
Arillsan wrote: This mod has diverged a bit from Dingos mod, for example:
- this mod will make a separate autosave "series" for each of your main game slots, Dingos does one series for all slots - this mod will use the main game save method and then use the result to create autosave slots (allowing caches/other mods/screenshots etc) to be backed up as well, Dingos mod only handles screenshots and without the hardcore option enabled will lead to some slight progression loss at times (see the bug posted on his portal)
Bottom line, I wanted an autosave mod, Dingos was broken - I tried to fix it and ended up wanting to add more features so I made this. Feel free to use whichever suits your needs :smile:
Arillsan wrote: Also, as of v 1.3.0 which I released now: - my mod has an in-game options menu, Dingos still uses a flat file that you need to edit manually.
Exceteraviking wrote: <<Feel free to use whichever suits your needs :smile: >>
Oh no sir, I just try your and I'm fully satisfacted. I just wonder why, since he updates his own some day ago. Btw, thank for the explanation, maybe you could put this infos on the description page of your mod.
I have some requests/questions about it. It's seems that doit in his mod too...
¤ Each time the autosave is processing and one is in the seamoth, he go out and go in quickly. It's really annoying. What's this mess?
¤ I guess there's nothing to do about freezes but I have an idea, in adding and activating an option to pause the game like the game do when it saves you know? There's a little blue button/windows in the center of the screen (Please Wait or something like that, I'm not an english user) when we command a save, maybe you could apply that method in order to "hide" freezes from regards of players. By using the ever made code of the game I mean, like the way your code* saves the game. I speak about option because I'm aware somes will not like at all that half solution but I think it could be worth to give a try.
Arillsan wrote: - I'll see what I can do about explaining differences. (since splitting it off it's seen quite some internal changes - having to go back and keep track of Dingos mod and what happens there is irrelevant for this mod since v1.0.0 but if I get to many questions I'll add something useful, thnx for bringing it up :smile: )
- about the jumping seamoth, I'm not sure actually, I noticed it myself and figured unless it hinders the save I'm just going to let it be for now, but I'll register a bug for it over on github to keep track at least, https://github.com/Bisa/Autosave/issues/9
- not sure what you mean there, you want the game to pause while it is saving?
Arillsan wrote: "I just wonder why, since he updates his own some day ago."
If you check the code that was changed that's actually my edit that I sent to his repo on github, that's the point where I decided I wanted to modify and make a new adaption of the mod.
Exceteraviking wrote: You're welcome, I don't know how to code in C, only lua a little bit so I give some ideas.
> - not sure what you mean there, you want the game to pause while it is saving?
Not a real pause, but exactly like when we save the game by ourself you know? Give a try to see what I mean. There's a little blue box telling us to wait a little bit, time for the engine to operate. During this time, the game is paused and unpause by itself. The idea is to make the autosave attitude go the same way that the normal save. We're warned by message in upper left that the autosave will occur, then that, it's saving etc. I imagine it's the perfect moment to set this mini pause and blue box. Freezes are very annoying since we often moove the camera, we're are often in a input sequence, it makes me do few bad things by '"mistake". The pause I spoke was mainly to prevent this. All of this (blue box and pauses activatable or deactivatable in the mod option menu. Maybe it could solve the problem with the seamoth (???). It's just an idea, I think it could be cool to have this.
Btw, thanks for the reply and to having take this into consideration.
Arillsan wrote: I'm still not following what you mean :smile: perhaps you could drop by discord and show me? Im Bisa#3412 over at the QMod Manager Discord: https://discord.gg/UpWuWwq
Hi,
I can't join discord at the moment, I make a surprise to a bunch of guy by my complete absence :ninja: :laugh: .
I can try to make screenshot but, ..., it happens so fast it's really difficult. Maybe in speed down the game. I'll give a try and post on a picture hosting server. I really don't know how to capture a stream to put it on youtube. [EDIT: It took me several retry :sick: http://image.noelshack.com/fichiers/2020/39/4/1600918016-pleasewait.jpg ] I'm using the Quicksave mod too, and experience sames in/out seaglide annoyances. So, I try to go in the menu by ESC key and make a quicksave, and tadaa... , no in/out.
I'll try to explain again because it's really simple in facts. Let's say we're about to want to save the game. We press the ESC key, click on the SAVE button and the game engine starts doing its job. It closes the menu and launches a save. During this very short period of time that the save lasts (depending on the players' systems, more or less powerful, I suppose), there is a pause, and a sky blue frame telling us to wait, a kind of info box that replaces some of the previous ones of the menu. Once the work is finished, we take over again. The whole thing happens in less than 3 seconds (on my computer in any case). There must be a routine that is called for all this to happen. I suggest you just call it entirely, not just the process of writing the files. I hope it's clearer, I couldn't explain you better than that, I'm already having a hard time speaking English :teehee: .
Ah! I see - that does not happen when I press save (or it happens so quickly I never noticed)
I will not be able to implement that for "Autosave" at this moment, sadly, because the copying of directories and rotating old save slots is actually taking quite some time (there's a lot of files and folders to work through - locking the game at that stage would leave the player waiting for a "save" for in worst case several minutes).
While typing this I realise your "make this optional"-suggestion would allow players to opt in or out of this behaviour so I'll add this to my todo-suggestions list but won't be implementing it before other features as of now, thank you for the suggestion! https://github.com/Bisa/Autosave/issues/10
Hi! Thanks for the mod! could you please make the feedback on save like one word only. its too much for my taste. also its obvious to me when the next save will take place. kinda redundant. ;)
I'm not sure but I think you may be looking at the debug messages? (if not, please forgive me and elaborate - which message would you prefer not to see?)
31 comments
fmodstudio.dll caused an Access Violation (0xc0000005) in module fmodstudio.dll at 0033:f7a5ec64.
This is kind of a must have mod so I hope it's updated, thanks in advance!
It's rather immersion breaking, like the F8 for feedback message during the game.
Could you explain why we would use (I actually only use your but I'm not the only guy who looking for an autosave feature here) THIS mod than the fork you based on your mod please?
What's the differences a this time?
- this mod will make a separate autosave "series" for each of your main game slots, Dingos does one series for all slots
- this mod will use the main game save method and then use the result to create autosave slots (allowing caches/other mods/screenshots etc) to be backed up as well, Dingos mod only handles screenshots and without the hardcore option enabled will lead to some slight progression loss at times (see the bug posted on his portal)
Bottom line, I wanted an autosave mod, Dingos was broken - I tried to fix it and ended up wanting to add more features so I made this.
Feel free to use whichever suits your needs :)
- my mod has an in-game options menu, Dingos still uses a flat file that you need to edit manually.
Oh no sir, I just try your and I'm fully satisfacted. I just wonder why, since he updates his own some day ago.
Btw, thank for the explanation, maybe you could put this infos on the description page of your mod.
I have some requests/questions about it. It's seems that doit in his mod too...
¤ Each time the autosave is processing and one is in the seamoth, he go out and go in quickly. It's really annoying. What's this mess?
¤ I guess there's nothing to do about freezes but I have an idea, in adding and activating an option to pause the game like the game do when it saves you know? There's a little blue button/windows in the center of the screen (Please Wait or something like that, I'm not an english user) when we command a save, maybe you could apply that method in order to "hide" freezes from regards of players. By using the ever made code of the game I mean, like the way your code* saves the game.
I speak about option because I'm aware somes will not like at all that half solution but I think it could be worth to give a try.
(since splitting it off it's seen quite some internal changes - having to go back and keep track of Dingos mod and what happens there is irrelevant for this mod since v1.0.0 but if I get to many questions I'll add something useful, thnx for bringing it up :) )
- about the jumping seamoth, I'm not sure actually, I noticed it myself and figured unless it hinders the save I'm just going to let it be for now, but I'll register a bug for it over on github to keep track at least, https://github.com/Bisa/Autosave/issues/9
- not sure what you mean there, you want the game to pause while it is saving?
If you check the code that was changed that's actually my edit that I sent to his repo on github, that's the point where I decided I wanted to modify and make a new adaption of the mod.
I don't know how to code in C, only lua a little bit so I give some ideas.
> - not sure what you mean there, you want the game to pause while it is saving?
Not a real pause, but exactly like when we save the game by ourself you know? Give a try to see what I mean. There's a little blue box telling us to wait a little bit, time for the engine to operate. During this time, the game is paused and unpause by itself. The idea is to make the autosave attitude go the same way that the normal save. We're warned by message in upper left that the autosave will occur, then that, it's saving etc. I imagine it's the perfect moment to set this mini pause and blue box. Freezes are very annoying since we often moove the camera, we're are often in a input sequence, it makes me do few bad things by '"mistake". The pause I spoke was mainly to prevent this. All of this (blue box and pauses activatable or deactivatable in the mod option menu. Maybe it could solve the problem with the seamoth (???).
It's just an idea, I think it could be cool to have this.
Btw, thanks for the reply and to having take this into consideration.
Im Bisa#3412 over at the QMod Manager Discord: https://discord.gg/UpWuWwq
Hi,
I can't join discord at the moment, I make a surprise to a bunch of guy by my complete absence :ninja: :laugh: .
I can try to make screenshot but, ..., it happens so fast it's really difficult. Maybe in speed down the game. I'll give a try and post on a picture hosting server. I really don't know how to capture a stream to put it on youtube. [EDIT: It took me several retry :sick: http://image.noelshack.com/fichiers/2020/39/4/1600918016-pleasewait.jpg ]
I'm using the Quicksave mod too, and experience sames in/out seaglide annoyances. So, I try to go in the menu by ESC key and make a quicksave, and tadaa... , no in/out.
I'll try to explain again because it's really simple in facts.
Let's say we're about to want to save the game. We press the ESC key, click on the SAVE button and the game engine starts doing its job. It closes the menu and launches a save. During this very short period of time that the save lasts (depending on the players' systems, more or less powerful, I suppose), there is a pause, and a sky blue frame telling us to wait, a kind of info box that replaces some of the previous ones of the menu. Once the work is finished, we take over again. The whole thing happens in less than 3 seconds (on my computer in any case).
There must be a routine that is called for all this to happen. I suggest you just call it entirely, not just the process of writing the files.
I hope it's clearer, I couldn't explain you better than that, I'm already having a hard time speaking English :teehee: .
I will not be able to implement that for "Autosave" at this moment, sadly, because the copying of directories and rotating old save slots is actually taking quite some time (there's a lot of files and folders to work through - locking the game at that stage would leave the player waiting for a "save" for in worst case several minutes).
While typing this I realise your "make this optional"-suggestion would allow players to opt in or out of this behaviour so I'll add this to my todo-suggestions list but won't be implementing it before other features as of now, thank you for the suggestion!
https://github.com/Bisa/Autosave/issues/10
Thanks for the mod!
could you please make the feedback on save like one word only. its too much for my taste. also its obvious to me when the next save will take place. kinda redundant. ;)
thanks!
bb
(if not, please forgive me and elaborate - which message would you prefer not to see?)