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Old 03-27-06, 11:30 AM   #8
MaHuJa
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Join Date: Jan 2002
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Default Re: Barleyman

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Originally Posted by Barleyman
3D replay would be neat but for me,
That's SCS' unrealized idea, not mine. I don't expect it to happen at all, except for showing depths of subs and torpedoes when you click on them. Just what is shown is up to whoever makes the GUI.

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I'm mostly interested to see what happened in the 15 mins before "OMG We're going to die, we're going to die KABOOM"
:rotfl:

I see your point.

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...I'd just like to see who picked me up and where did those torpedoes actually hit (if anything) .. I can do that right now but that requires saint's patience and/or a good book.

...most pertinent information for me would be who has detected who. Possibly by viewing OPFOR solution the same way you see your own with "show truth" off. Or just by highlighting or something all contacts which have detected you.
This information is not stored in the replay file, I believe. If one has access to the game engine itself one could possibly calculate it, but it would be a very heavy process.

Instead, at least for singleplayer games, look into using a debugviewer and the /debugoutput option, for those features. (There is something in these forums on them.)

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On the plus side, you can ditch almost all of the information of what you presented to show simple 2D nav map replay. Which regardless provides all the relevant information about who did what and with whom.

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Quote:
Originally Posted by MaHuJa
The most "backward compatible" would be to copy the video codec trick of "key frames". Every five minutes or so, write down the whole state of everything that is in there right then. Then the reader will only have to move on from there.
And that is an excellent suggestion. Makes a person wonder why has it not been implemented within the decade SCS subsims have been with us!?

Every 5 mins is probably bit sparse, but even at 1min you get quite nice granularity.
Perhaps this is the first time they've heard it mentioned regarding replays...

Either way, in my external viewer, it would be generating the keyframes and saving them in a "companion file". My intention was to make the time between each frame user-settable.

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Plus get rid of the warping subs-phenomenom in replays.
Haven't noticed much of those, except for those where that actually seemed to be the gamestate - in other words, it not being a replay phenomenon, but a thing of multiplayer desync.

If you ask me, the network code is what needs most work. I'd go so far as to recommend ditching directplay altogether. SCS is the only ones who have actually stuck with it of all "commercial-grade" game developers I know who used it in the first place. And we can see how well that worked out for scs...
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