Well, how much work would it be to a) record everything that happens during a mission for future playback and b) code the support for playing it back? I have a feeling that a) is easier.
Both already exist, was my point.

originally had code in the source which did that. The problem is that they never actually finished it. The demo files were/are massive, easily exceeding 60meg each. There was no UI for loading them, but it does have the ability to load and play one of the demo files as a default. The current code also doesn't fully record everything for the demo. It uses placeholders for things, and doesn't record many other things, just the results of them (for instance: no missiles, just the missile hit).
That is what I had fixed at one point, fully working playback code and mostly working record code. I did all of this years ago when I was initially running the game through Valgrind, a memory leak detector. Since running the game through Valgrind is very slow, coding on the demo system was my saving grace. I was able to record large, and long, demos while playing normally. Then, while running the game through Valgrind, I would playback one of the demos. What originally took 30 minutes worth of gameplay normally, would take several hours to playback with Valgrind. This let me record a complicated mission play, then play it back through the memory leak detector so that I didn't have to sit in front of my computer that entire time. And that's how I found approximately 80meg worth of memory leaks in

's original code.

The problem is that after I got done with the Valgrind tests I do something with the code changes to the demo system. I spooled off the code tree to a network drive which I have in storage somewhere, or I simply erased it all. I plan to redo the code again at some point, but I just don't care to make the time to do it. Plus, I think that most people would rather have me spending my time on other coding tasks for the foreseeable future.
