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Related to #25 . ts-patches can also auto-save singleplayer missions with a user-configurable delay between auto saves and a specific number of auto-save slots (currently 3 in ts-patches). Once all slots are filled, new auto-saves will overwrite saves from previous slots, starting from the oldest save.
Possible Implementation:
Unlike with the multiplayer implementation, we don't need to perform the actual SAVEGAME event in singleplayer. Simply saving directly will do.
The CnCNet spawner also reads the values of AutoSaveGame and NextSPAutoSaveId from spawn.ini, allowing the client to set the delay between auto-saves and the initial auto-save ID. Setting of the initial ID is necessary for the logic to function properly with saved games. For example, if the user loads the save in auto-save slot 2, the next auto-save should be written to slot 3, not to slot 1.
Description:
Related to #25 . ts-patches can also auto-save singleplayer missions with a user-configurable delay between auto saves and a specific number of auto-save slots (currently 3 in ts-patches). Once all slots are filled, new auto-saves will overwrite saves from previous slots, starting from the oldest save.
Possible Implementation:
Unlike with the multiplayer implementation, we don't need to perform the actual
SAVEGAME
event in singleplayer. Simply saving directly will do.Additional Files:
CnCNet ts-patches implementation: https://github.com/CnCNet/ts-patches/blob/master/src/Hook_Main_Loop.c#L79
The CnCNet spawner also reads the values of
AutoSaveGame
andNextSPAutoSaveId
fromspawn.ini
, allowing the client to set the delay between auto-saves and the initial auto-save ID. Setting of the initial ID is necessary for the logic to function properly with saved games. For example, if the user loads the save in auto-save slot 2, the next auto-save should be written to slot 3, not to slot 1.DTA show-case:
https://www.moddb.com/mods/the-dawn-of-the-tiberium-age/images/single-player-auto-save#imagebox
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