Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: BlackDove on September 27, 2005, 11:56:12 pm

Title: This was discussed before
Post by: BlackDove on September 27, 2005, 11:56:12 pm
But I can't find it in the search engine, and I have no idea what the outcomes of the discussions were.

Basically, instant replay. Like in every car-racing game/simulation, you get the replay of the race at the end, and you can manipulate the camera in any way you want as well as the time of the race (rewind, forward, pause, play, etc etc).

...possible to do for FSO?
Title: This was discussed before
Post by: WMCoolmon on September 28, 2005, 02:01:05 am
I've been wondering when someone would finally ask about this :p

DaveB started an implementation of something like this, although it was more of a demo recorder. I think it's in the just-past-design stage though.
Title: This was discussed before
Post by: Omniscaper on September 28, 2005, 03:16:06 am
I got so used to using fraps and my own sense of cinematography for later editing. Having flight recorder would be so WICKED!!!

The BSG project would also love an implementation of a "shakey" handheld effect as well.
Title: This was discussed before
Post by: ni1s on September 28, 2005, 03:35:39 am
Omniscaper, you will need the implementation off everything needed for your cinéma verité documentary style cutscenes!

...Their better be cinéma verité documentary style cutscenes, or Im comming after you :wtf:
Title: This was discussed before
Post by: castor on September 28, 2005, 11:11:32 am
This would be mega interesting! :yes:
Especially if there was a 'save' option, for creating test runs, bug reports, tutorials, what nots, and and..
Title: This was discussed before
Post by: BlackDove on September 29, 2005, 12:49:45 pm
Getting some codeman word on this would be :yes:
Title: This was discussed before
Post by: taylor on September 29, 2005, 03:28:10 pm
I had done a good amount of work on the demo code with the icculus.org version in order to do Valgrind (memory leak) testing easier.  Unfortunately I had no intention of getting that code in icculus.org CVS so when I was done I just ended up ditching the code changes.  I've wanted to work on it again but it's not something that I'm going to do over the many other code projects I have going on right now.

There were several problems with it as I remember:
* only a small subset of ships were supported so what you were playing at the time most likely wouldn't be what was in the demo playback
* most weapons fire didn't get recorded, or it got recorded and just didn't play back
* demo files are HUGE, a single mission's demo file could be 25-35 megs
* FPS rate was fixed, at about 30 FPS I think

I'm pretty sure there were other problems too but it was almost 3 years ago that I worked on that code so I don't remember details.  If no one else picks up the code and tries to finish it, I will, but just know that it's going to be at least early next year before that happens.