Author Topic: Flight Recorder  (Read 5075 times)

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Offline AdmiralRalwood

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The biggest problem would probably be framerate mismatches between the original run and the replay. You'd need to store a more detailed snapshot than just player input at regular intervals to avoid desynchronization.
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline karajorma

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Well, if we're super lucky, we only seed the RNG once and use that same seed throughout a mission at least.  Then we just need to save that seed to the replay file.  But I would be surprised if one RNG seed is all that it takes to make the game play deterministically.  Also, trying to ensure that player inputs are played back at exactly the same point they were first recorded, that also sounds like the engine would need to have been built around a concept like that, or would take a good bit of work to make it behave that way.  I'm curious if it's possible.

The random number SEXPs can already be seeded in this way.
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