ahungry Posted January 9, 2022 Share Posted January 9, 2022 (edited) On my setup (GNU/Linux) with a lot (or even medium amount) of mods, saving takes around 5 seconds. This ends up adding a huge pause each time I transition areas due to the autosave (compared to cheat warping, which is instant) - I see Tweaks Anthology (cdtweaks) has options for interval_save and customizing save game names, so it seems the save feature is moddable to some degree? If so, has anyone got any tips into how I could achieve this goal? (disable autosave entirely) Edit: If it's relevant, I am on an SSD - I was going to try a ramfs but I don't think the slowness is writing ~3MB (save game size) to disk, but the game compressing or accumulating the globals/scanning the active BG game directory on save. Edited January 9, 2022 by ahungry Quote Link to comment
Endarire Posted January 9, 2022 Share Posted January 9, 2022 Hypothetically, a faster computer would work, but others may know better for other solutions. Quote Link to comment
Jarno Mikkola Posted January 9, 2022 Share Posted January 9, 2022 SSD, and if this is on non-EE games, then you should install the Generalized Biffing LAST in your install order. This also speeds up the games start. This is after the SCS too. It speeds up the loading speed of the games files... but only on non-EE games. As there, it's not about RAM, but other stuff. Quote Link to comment
TotoR Posted January 9, 2022 Share Posted January 9, 2022 TnT mod has a component that remove some auto-save: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/docs/convenience.md#less-autosaves Quote Link to comment
ahungry Posted January 9, 2022 Author Share Posted January 9, 2022 Thanks - the code for that looks really terse - it's just: COPY_EXISTING_REGEXP GLOB ~.*\.are$~ override // remove "party required" flag on edges PATCH_FOR_EACH flag_off IN ARE_north_flags ARE_east_flags ARE_south_flags ARE_west_flags BEGIN WRITE_LONG EVAL ~%%flag_off%%~ THIS BAND BNOT FLAG_ARE_EDGE_party_required END //remove "party required" flag from regions READ_SHORT ARE_regions_count reg_num READ_LONG ARE_regions_offset reg_off WHILE reg_num > 0 BEGIN reg_num -= 1 reg_flags_off = reg_off + (reg_num * ARE_REGION_size) + ARE_REGION_flags WRITE_LONG reg_flags_off THIS BAND BNOT FLAG_ARE_REGION_party_required END BUT_ONLY So, is that what controls the auto-save feature? If the NESW party required flag is on/off? I'm playing with bp-bgt-worldmap on an EET install - I wonder if it'd be possible to apply this patch/bit toggle to more (all) .ARE files and prevent any auto-save from triggering? (https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v9.1.htm) Anyone have an idea? Quote Link to comment
Jarno Mikkola Posted January 9, 2022 Share Posted January 9, 2022 28 minutes ago, ahungry said: I'm playing with bp-bgt-worldmap on an EET install - I wonder if it'd be possible to apply this patch/bit toggle to more (all) .ARE files and prevent any auto-save from triggering? (https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v9.1.htm) Anyone have an idea? THEN WHY ARE YOU LINKING TO IWD2 .are file format ? The EE games use the BG2's .are file. Quote Link to comment
ahungry Posted January 10, 2022 Author Share Posted January 10, 2022 5 hours ago, Jarno Mikkola said: THEN WHY ARE YOU LINKING TO IWD2 .are file format ? The EE games use the BG2's .are file. User error Quote Link to comment
Jarno Mikkola Posted January 10, 2022 Share Posted January 10, 2022 So, should we go through, in principle the brilliance of the code ? As shown, it copies all the .are -files, it reads the file headers 4 offsets between 0x0020 and 0x0044 and sets their zero'eth bit in those to be zero if it's 1 or leaves it as zero if it was already. Well, it first build a list for that purpose, but the result is the same. And it doesn't edit the bit 1 at all, or any of the others. Yes, a computer considers the first bit to be the zeroeth... and bit 1 is the second, and so on. And if they don't have offsets, it does nothing to that portion of the files. And it uses a few WeiDU functions to obscure the #¤%¤%&¤%&% out of it. Quote Link to comment
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