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Zelda Diomede

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Jan 18, 2024, 1:21:04 PM1/18/24
to riekafinni

While I agree with you I feel that is not that necessary, the game has autosaving, and if Im not wrong it can be configured to save every X time. Only complain about the system is the little lagspike I feel when the game does the autosaving. But as always, more options are always welcome.

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This topic needs to be revisited, imo. Still no quicksave, and it really would be nice to have it. I'm one of those people who is OCD about saving manually after I complete anything challenging, and being required to wade through menus to do it is tedious and, honestly, makes the game feel dated.

I agree....since the release, the save game options have been drastically reduced to 10 manual saves and quick save function is still not available. I've played DOS games that had more options and quick save/load available for use. At the very least, increase the number of manual saves (25 to 50) and give us quick save/load options. Please and thank you.

Also dont force yourself to use a single Gamesave File. Think more about in groups of Datablocks. You could have a SaveGame just for Transforms, One for Character related Data, one for General World State, etc.

The transforms you could easily implement in a baseclass and never ever Care about it anymore (its basicly the same for everyone), than your NPC, Characters, Bosses can overrite that function and do a Parent Call (that takes care of the Transform Saving) and Save to your Enemys Save Game in addition. Your Boss might even want to save to WorldState to.

You basicly avoid having a giant Savegame with enormous sets of Data but at the same time avoid to make a Savegame for each individual Object Type by saving in Clusters or Categorys if you like to imagine it like this. And still keeping it flexible to save to any relavant Savegame Object you want.

Implement those on every Actor you want to Save some state. Than you can Call GetAllActorsOfClass->Foreach->OnSaveRequested. Everyone will execute their Save Method (everyone should know how to save himself, everyone does save different things)

You can also Check first if they Implement that Interface. If they dont than go for a alternative route filtering out other Objects that just need to save their Transform like simple Meshes you placed in your World and you just want to save their transform in case they got moved. Filter via Cast or Tag preferably. You surly dont wont to save Meshes that never ever will move.

My preferred workflow is to go to the Customize > Preferences > Files menu, check "Increment on Save," and then while I'm working, periodically hit Ctrl-S to save my current scene, but append an updated version number to it so I don't overwrite any previous scenes.

A great tip for saving money fast? Set a limit to how much you can spend on your credit or debit cards. This stops you from overspending and encourages you to reassess your daily expenditures in advance. Many banks offer this service.

Nope, afraid not. Quick-saving has been deemed impossible because there's specific code in the level scripts for loading each savepoint. I suppose if there were software to do a state save for Oni, as can be done with old emulated games....

If you know how to edit the BSL files and have a little understanding of what the scripts do, I suppose you could change where the game saves the game. But I'm not sure if it's an easy task, as you'd have to rewrite chunks of the existing code for it to work properly.

I then saved the file as an ODF and this took a long time. The Manjaro operating system kept asking me to Force Quit or Wait. I am guessing that the program could have provided a progress bar with options to cancel (if the estimated time was too long).

Thank you for realising that I am not criticising or taking a dig at LibreOffice Calc and that I am genuinely interested in why it is difficult to save in memory changes to storage quickly (especially tiny changes).

Is it fair to say that tiny changes to in memory data can be very fast and efficient but when these tiny changes are saved to an XML file on the filesystem things can be slow because a file has to be rewritten from start to finish.

Because LibreOffice does not keep the ODF file in memory; the XML data is generated from in-memory data each time, and then ZIPped. If the data is large, it takes time; but using the XML in memory instead (even without taking packaging into ZIP) would result in much slower operation at every user edit, not compensated by a bit faster save time.

Orangutans also spin more and faster than other hominids. It is interpreted as that they are more used to lianas than, for example, gorillas, and therefore need to take in more to achieve the same effect.

Can you save a tokenizer from transformers into the tokenizer.json format? For example, GPT2Tokenizer.save_pretrained returns vocab.json, merges.txt, etc. Can I make it save a tokenizer.json so it can be loaded from the tokenizers library instead without transformers?

As far as I understand it, in Grand Theft Auto v there are two save systems - manual "quick saves" and "autosaves". So, please could somebody explain the following about how these systems work - it's worth noting at this point that I'm totally blind, which is partly the reason that it's not as easy to explore these options on my own:

If an autosave is made whilst progress of the game is 10% complete and I then perform a quick save at 12% but quit the game before an autosave happens, when restarting the game which save will be loaded - does the game pick the save with the most progress, or does it prefer autosaves?

Both autosaves and quick saves will load you into a spawn point, usually something to do with your current or next mission. This is often, but not always the same character you were when you saved and most times, it is at their respective house but I have spawned on the side of the road near my car in a number of places around the city.

Not 100% sure on this one but I don't think you can load specific saves, only replay missions. I'm guessing it was done this way to stop cheating / end wanted levels if you try something and get caught.

On the other hand quicksaves are more situational sensitive. After loading quicksave you will get the same hero at almost the same spot with the same vehicle (read note!), weather, random events you encoutered, stock market and many more. Of course traffic and pedastrians will be different beacuse they are created randomly.

vehicles note: If you quicksaved in particular vehicle after loading you will be in this exact vehicle (also repaired). But if you saved outside your vehicle, even 2 meters from it, you may end up without it after loading - particularly, when you are far from the parking. Then you may look for it at the Police Parking Lot for 250$, but bear in mind it has only 2 slots. Also you should not start main missions with stolen cars you would like to keep for later, beacuse after mission they may be gone forever.

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