Game Development Community

Demo recording is fixed and in...

by Mark Frohnmayer · in Torque Game Engine · 05/30/2002 (5:38 pm) · 32 replies

Hey all,

Just finished checking in the modifications necessary to get demo recording working properly. In addition to recording the state of the objects with the demo, you can now tag variables onto ServerConnection (prefixed with "demo") and they will also be archived into the demo stream. I haven't had a chance to cook up a recordings gui for RealmWars (I have to go to dinner :) but there is one in the fps mod.

Let me know if you run into any problems with it...

- Mark
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#1
05/30/2002 (10:13 pm)
Mark-
any chance finding out which files are affected / have been changed to get it working... got a little problem merging our dev cvs with the GG HEAD (will be a major pain once we have to...), but we'd LOVE to have this recording feature... thanks!
EDIT: Just checked it - that's absoultely awesome!! :-))
Aah, and the modified files are all in the CVS changelist... sweet! :-)
#2
05/31/2002 (7:01 pm)
i'm remote all weekend, so someone let me know if there are any mac-related issues (I'd hope not, but you never know...).

-d
#3
06/02/2002 (9:08 pm)
Nice, I've been waiting on this one for a long while now. =)
#4
06/08/2002 (11:02 am)
Mark, quick question here: is the sound supposed to be reorded too? I was wondering because I'm using the OggVorbis code for background music - and the recordings don't have that music playing... gunshots, etc. are recorded, though...
If so, would it be a problem to add background music to the recordings?
Thanks!
#5
06/08/2002 (11:10 am)
Also, in the section that deletes started demo files if the recording fails:
if(!isDemoRecording())
   {
      [b]deleteFile[/b]($DemoFileName);
      ChatHud.AddLine( "\c3 *** Failed to record to file [\c2" @ $DemoFileName @ "\cr].");
      $DemoFileName = "";
   }

Is the deleteFile actually working? The only deleteFile I can find in winFileIO.cc which has no console functions.
#6
06/21/2002 (1:00 am)
Mark, any chance to check these points?
Thanks a lot! :-)
#7
06/23/2002 (1:42 am)
What I've also noticed:
- the recording doesn't recognize switching between 1st/3rd perspective (is this intended?)
- shapes (e.g. trees) placed with Melv's fxShapeReplicator aren't included in the recordings (can anybody please verify this, cause I've slightly change the replicator, maybe it's my fault...?)

Btw., has anybody seen Mark around here lately???
#8
06/23/2002 (9:29 am)
i would be interested in a gui for recoring in mods. so far i can get the recording to start and stop useing f3 and f4 in my dm mod (an exact script duplicate of RW) but when i try to play it, it dont show the recording (it just goes through the motions)ive tried adding the 3 *.cs files that have references to[edit]recording in [/edit] the dm mod, but i guess i just dont understand somthing. The fps recordings work perfect. nice job.
#9
06/23/2002 (1:12 pm)
I set up a gui to exactly that Ace so that I could free up F3 and F4: but, apparently there is some error in the recording process. The start, stop, and playback processes work but the recording seems to be getting corrupted; or I am not calling the function correctly. The playback fails even if I use F3 and F4 to start and stop and go to the recordings menu from the mainmenu. ?? But the script below should give you a start:

new GuiRadioCtrl(RECORD_0) {
				profile = "GuiRadioProfile";
				horizSizing = "right";
				vertSizing = "bottom";
				position = "10 40";
				extent = "150 30";
				minExtent = "26 20";
				visible = "1";
				longTextBuffer = "0";
				maxLength = "255";
				command = "startDemoRecord();";
				text = "startDemoRecord";
			};
			new GuiRadioCtrl(RECORD_1) {
				profile = "GuiRadioProfile";
				horizSizing = "right";
				vertSizing = "bottom";
				position = "10 60";
				extent = "150 30";
				minExtent = "26 20";
				visible = "1";
				longTextBuffer = "0";
				maxLength = "255";
				command = "stopDemoRecord();";
				text = "stopDemoRecord";
			};
			new GuiRadioCtrl(RECORD_2) {
				profile = "GuiRadioProfile";
				horizSizing = "right";
				vertSizing = "bottom";
				position = "10 80";
				extent = "150 30";
				minExtent = "26 20";
				visible = "1";
				longTextBuffer = "0";
				maxLength = "255";
				command = "demoPlaybackComplete();";
				text = "demoPlaybackComplete";
			};
#10
06/23/2002 (8:52 pm)
thanks for your reply,but thats not what i need, i have the button working, and it brings up the popup list , but like you said the thing must get corupted when i try to play, i m guessing since it works fine in fps, the script for itto run in the mods needs better defining or somthing
#11
06/26/2002 (10:26 pm)
Quote:
shapes (e.g. trees) placed with Melv's fxShapeReplicator aren't included in the recordings (can anybody please verify this
Anybody tried this yet? Everything else seems to be recorded ... besides these objects and the background music (ogg vorbis)...
When is the final T2 patch supposed to ship? Guess Mark won't be around until then... :-(
#12
07/09/2002 (3:37 am)
*bumpidibump*
#13
07/22/2002 (8:10 am)
And again... ^-^
#14
07/24/2002 (12:19 am)
"Where have all the GG guys gone..."
or was it "flowers"...? ;-)
#15
07/24/2002 (9:49 am)
I tried to check this out for you Stefan but for some reason my demorecording is messed up. I was curious about this also--as soon as I fix the recording I'll give ya some feedback on recording fxReplicator objects.
#16
07/24/2002 (10:25 am)
Thanks, Desmond, I really appreciate that! :-)
#17
07/30/2002 (11:22 am)
I should have replied to this sooner. I'll try this tonight and just verify if the fxReplicator objects don't get recorded.

Anyone know if there is (or will be) a way to convert a demo recording into a different format like avi or something. I was just thiking this could be useful to demo projects to people that don't have the engine.
#18
07/31/2002 (5:14 am)
Confirmed.
fxReplicator objects don't show up in the recordings. Spawned explosions don't either, plus they seem to cause a problem with the recording.
#19
07/31/2002 (5:39 am)
Thanks a lot, sabrecyd! Maybe we should ask Melv if he sees a way to get the fx stuff recorded... too bad Mark isn't here obviously...:(
Did you try a background sound, too?
#20
07/31/2002 (5:49 am)
sfx were fine, but if you mean ogg music I'm not sure. I do have that in and working, but I only have music playing for the racing mod at the moment and didn't try recording in that. I think the current ogg code has an audiostreaming problem. It doesn't work in client games either, for me at least. I'll check if ogg music records tonight if you'd like.

The cool thing is it looks as though GG wants to implement ogg into the 1.2.0 release. I'm thrilled because I hate trying to get the ogg stuff merged with the HEAD version changes - pain.
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