Closed Focus78 closed 3 years ago
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.
Yes, autosave. My bad.
The map is "Rubicon Rumble Pack".
How do I disable the autosave?
I investigated a bit and I don't think you can disable the autosave in RRP. It's hardcoded in the progs.dat.
What line do I need to remove to stop it from occuring?
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.
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?
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.
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.
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
I'm not sure, but it might be possible to:
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.
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.
Recompiling the progs.dat
after commenting any save quick
/load quick
routine might be the less painfull way afterall.
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.
How do you disable quicksave?
I checked through the config file and found nothing for quicksave except keybinds.
Thank you.