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nightcraw1er.488: Interesting. What I was going for though was a case of: I only play one game at a time, its not that difficult to just copy the saves over to a pen drive at the end of gaming. I keep all my saves (from a long time ago), with my games on a separate HDD (which in turn is backed up quarterly to other HDD's which are stored internal or external to the house). Its only the day to day management of one or two files. I never use internet for anything storage-wise, i.e. don't rely on GOG to hold my games for me. I know, I have zero trust in anything :o)
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amok: Then this is clearly not for you. Not even sure whey you comment here, then.
I asked a couple of questions:
"Can you not just copy the files you need to pen drive?"
"I buy games that don't require internet, so why would i want to put the one bit that is specifically me on the net?"

If there is good reasoning behind the answers to these, then I might have an interest. Currently as I see it, the main benefit of using online storage comes from using multiple machines, i.e. moving saves over. Is this worth risking ownership of the files for, I am not convinced.
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amok: Then this is clearly not for you. Not even sure whey you comment here, then.
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nightcraw1er.488: I asked a couple of questions:
"Can you not just copy the files you need to pen drive?"
"I buy games that don't require internet, so why would i want to put the one bit that is specifically me on the net?"

If there is good reasoning behind the answers to these, then I might have an interest. Currently as I see it, the main benefit of using online storage comes from using multiple machines, i.e. moving saves over. Is this worth risking ownership of the files for, I am not convinced.
Indeed, that's the whole point of cloudesaves. So if you do not use multiple computers, then it is no point. Also if you play more than one game, then it is good for backups, and to keep tabs of them. Neither of these you use. I had the feeling that you knew the answer to both these questions before you asked them...

i.e. the questions where only to show how superior your gaming is, and how pure you keep your computers as opposed to us low-life who willingly infect them with crap and "risking ownership of the files". In other words, a sophisticated type of trolling.
Post edited January 07, 2016 by amok
http://kingofgng.com/eng/2015/11/10/cloud-means-always-on-insecurity/
Didn't expect this to get bumped. :) There seemed to be a lack of interest so I stopped talking about it.

I've updated the OP to link to Github, I don't update the app on SourceForge anymore.
I still use this to keep backucks of saves and to monitor my gametime which is not really important to me but it's fun to see once you have finished them.
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Nirth: I still use this to keep backucks of saves and to monitor my gametime which is not really important to me but it's fun to see once you have finished them.
Good to hear Nirth.

I did add an option in one of the recent versions to disable the time monitoring, I know some people hate time tracking features.
Useful program. Exactly the kind of make shift cloud save solution I was looking for.
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MikeMaximus: I did add an option in one of the recent versions to disable the time monitoring, I know some people hate time tracking features.
This should be optional, so both people still happy!

Nice program. Going to try it right now.

I keep my savegames with a Windows batch file, but it consumes me much time since I have to check the save patch in order to add it to the batch lines. Hopefully, your program will automatize it all for me.

Either way, I wonder if you allow your program to have a command line version? Didn't see any of it in the FAQ.
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montcer9012: Wonder if you allow your program to have a command line version? Didn't see any of it in the FAQ.
Sorry there's no console version, not yet anyway.

I've been messing with the idea of creating a console version with Mono so I can use it on Linux as well.
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MikeMaximus: Sorry there's no console version, not yet anyway.

I've been messing with the idea of creating a console version with Mono so I can use it on Linux as well.
I see.

I think that console commands will be useful to backup the whole data with one command for those who don't like programs running in the background. Or to take full advantage of the program with just 1 command. Or, just to backup into another storage media once, I don't know.

To be honest, I think your program is pretty cool; it could save me a lot of time hahahaha.

I have some suggestion, like for example, why not to take the language strings for a file, instead of have it hardcode to the source?

Also, why not to update the 7z files and allow to change the compress method? It could save 50% more space with latest version and the proper compression method.
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montcer9012: I see.

I think that console commands will be useful to backup the whole data with one command for those who don't like programs running in the background. Or to take full advantage of the program with just 1 command. Or, just to backup into another storage media once, I don't know.

To be honest, I think your program is pretty cool; it could save me a lot of time hahahaha.

I have some suggestion, like for example, why not to take the language strings for a file, instead of have it hardcode to the source?

Also, why not to update the 7z files and allow to change the compress method? It could save 50% more space with latest version and the proper compression method.
Thanks! I hope it saves you some time. I didn't really design it around big batch backups, since there's a lot of other apps out there that do that already. :)

The language strings actually are separate from the source code, they're just compiled into the executable. Even if I made the resource file external, it's a binary file and you'd still need the source and development tools to do a translation unfortunately. I don't want to ramble on about it, but basically that's how .NET does localization and I didn't want to write my own method of doing it.

I agree with your suggestions about 7z. The next release will have the compression method options and the newest version.
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MikeMaximus: Thanks! I hope it saves you some time. I didn't really design it around big batch backups, since there's a lot of other apps out there that do that already. :)
Don't know any, but a console version will be enough for me.


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MikeMaximus: The language strings actually are separate from the source code, they're just compiled into the executable. Even if I made the resource file external, it's a binary file and you'd still need the source and development tools to do a translation unfortunately. I don't want to ramble on about it, but basically that's how .NET does localization and I didn't want to write my own method of doing it.
Oh, too bad. Strings located in another file seems to be the more easy and popular way to get other languages translations.
But, even what if the binary stays in a .dll file, like some old games did?


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MikeMaximus: I agree with your suggestions about 7z. The next release will have the compression method options and the newest version.
Oh, many thanks for taking care of my suggestion ;)
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montcer9012: Don't know any, but a console version will be enough for me.
There's a few saved game backup utilities that will probably handle batches better, and [url=http://www.gamesave-manager.com/]Game Save Manager seem to be the most popular. But they also are GUI based and Windows only.

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montcer9012: Oh, too bad. Strings located in another file seems to be the more easy and popular way to get other languages translations.
I wrote a FAQ page a while back for anyone interested in a translation. Right now that's the only way it can happen.

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montcer9012: Oh, many thanks for taking care of my suggestion.
Already done and testing it. :) It's slightly better with the final 2015 build of 7za and the ability to select Ultra compression. Some of my larger backups have 6% - 10% better compression.
I just wanted to post an update if anyone is interested in Linux support for Game Backup Monitor.

The next version will support Linux using Mono. After spending a few hours working out various cross-platform issues and Mono-specific glitches, i'm happy to say it's already working very well. I know some Linux users don't like Mono for various reasons, but it's sure nice using the exact same build on multiple operating systems.

I made a short video of my recent Linux test if anyone is interested.

https://youtu.be/IkzWRX8TejE

I'll probably have a pre-release version up on GitHub at the end of the week after a bit more tweaking and testing. Details on what libraries/packages are needed to run it under Mono will be provided with the release.

Update:

The final v0.96 release with Linux support and other new features is now available.
Post edited March 30, 2016 by MikeMaximus
Thanks a TON for this,

saved me buying the Steam version and now have peace of mind!

Much appreciated man :D