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Author Topic: Demo recording  (Read 6173 times)

LAN fan

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« on: November 06, 2005, 00:22 »

You know what would be a sweet feature?  Demo recording.  :-D

There would need to be a playback feature too, of course.

Perhaps have it automatic for every character.

It would be a great tool for teaching other players, and just for plain showing off.  So long as it records all keystrokes in the game so that we can see what they do in their inventory, with their tactics, aiming, etc.  This way we can start an online archive of the best of DoomRL, with games featuring extreme stunts, unbelievable circumstances, and other cool stuff.  And victories...
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JimmyJ

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« Reply #1 on: November 06, 2005, 00:29 »

Wow, sounds nice

Also, sounds hard to program :(
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Kornel Kisielewicz

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« Reply #2 on: November 06, 2005, 01:05 »

Quoting: jimmyj
Also, sounds hard to program :(

Nope :-P

Actually it's already implemented... the only problem is that the recorder records a frame each time doomrl calls refresh -- what makes targeting and explosions look stupid :-P.
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Kornel Kisielewicz

Kornel Kisielewicz

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« Reply #3 on: November 06, 2005, 01:06 »

Quoting: LAN fan

Perhaps have it automatic for every character.

This isn't good cause the files will get MASSIVE.
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Kornel Kisielewicz

Krishh

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« Reply #4 on: November 06, 2005, 01:23 »

I think the best way would be for it to record every level, and delete itself when you quit the level. Then have a button that saves the current level demo to an external file for posterity, if the player does something demo-worthy. Because, if you have to turn them on manually, you'll often miss really cool moments simply because you didn't expect them. Of cource, even a single level demo could get quite big if abused by the player,  but this still would be more reasonable.
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JimmyJ

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« Reply #5 on: November 06, 2005, 01:55 »

Quoting: Kornel Kisielewicz
ctually it's already implemented... the only problem is that the recorder records a frame each time doomrl calls refresh -- what makes targeting and explosions look stupid :-P.


So, its already in it?
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Anticheese

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« Reply #6 on: February 06, 2006, 08:08 »

Yes I realise I am practicing thread necromancy. So sue me.


Quoting: Kornel Kisielewicz

Actually it's already implemented... the only problem is that the recorder records a frame each time doomrl calls refresh -- what makes targeting and explosions look stupid :-P.


So, What you could do is the following:

Have a delay counter (working off Miliseconds) that mesures the time between each action. It will then translate that into a delay when you are watching playback.

As for the explosions, Record which type of explosion it was and have a script that duplicates the last x ammount of frames (where x is the ammount taken to have an explosion recorded as it is to the user) and edit in the explosion.

AFAIK there are only 6 different explosions (Imp, Cacodemon, Rockets, Baron, Knight and barrels) so coding that script shouldent be too hard.

And targeting? Call a mode where it records keystrokes relating to targeting and goes from there.

Kornel, If you can reply to this then thanks.
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flap

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« Reply #7 on: February 06, 2006, 10:49 »

Or have a look of that ascii game movie player as ask the creator how he did it. (On the forum he is called Toady One, in real life Tarn Adams. I think)

http://www.bay12games.com/dwarves/index.htm (for the movie player)
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&f=3 (the forum)

He takes every single frame (like 20 seconds) but compresses the pictures. a 30mn movi weights 5-10Mo If I am right. That's almost OK.

Maybe between ASCII game programmers he would be pleased to give you its source (except he is using curse.dll for drawing. Maybe it would make it incompatible...)
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flap

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« Reply #8 on: February 06, 2006, 16:37 »

"# Posted: 28 Oct 2005 05:03
Quote

Quoting: Thomas
BLOOD FOR THE BLOOD GOD!

BTW, that is actually a tribute to Tarn Adams and his Slaves to Armok project :-P

Kornel "Anubis" Kisielewicz
DoomRL Creator and Developer
"Girls are good teachers, even though they don't know a thing about roguelikes" - Igor Savin"

Ok. I see that you know him allready.
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Kornel Kisielewicz

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« Reply #9 on: February 08, 2006, 19:29 »

I don't need the code, for I have the code for ASCII record/replay a long time now -- it's an inherent part of Valkyrie itself ^_^. As for the solution to my problem I will probably write all refreshes down. Files may be big, but with gz  compression not THAT big.
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Kornel Kisielewicz

Anticheese

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« Reply #10 on: February 09, 2006, 03:50 »

Perhaps one space saver would be to have the game checking what has changed since the last move, Rather than writing down the lot.
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Kornel Kisielewicz

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« Reply #11 on: February 09, 2006, 12:08 »

Ya, I'll consider that.
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Kornel Kisielewicz

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« Reply #12 on: February 11, 2006, 00:07 »

I can't wait to see DoomRL speedruns!

Would replays show the happenings beyond the fog of war or would that just give people too great an insight into the hidden workings of the game?
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JimmyJ

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« Reply #13 on: February 11, 2006, 00:53 »

Yarr, ye cannot reveal the dark and inner secrets of ze DooM le Rougelike
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