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  Click here to go to the next developer post in this thread.   #21  
Old 04-03-2014, 11:06 PM
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We use Rypel Cam to help us make trailers. I do not believe any of the functionality that was requested in the original post is in Rypel Cam.
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  #22  
Old 04-04-2014, 05:21 AM
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Quote:
..keybinds or a menu to fast forward, rewind, pause, slowmotion etc.

...a cmd to make a specific number of screenshots per second. e.g. like cl_avidemo in the id Tech 3 Engine.
RypeL got that functionality

you need to manually bind the rewind button though, as if you try to rewind past a point where an actor got spawned or destroyed it will crash.

Similarly it can make bmp framedumps of scenes.
https://www.youtube.com/watch?v=VtKwERb53p4



As RypeL is pretty accurate with timing of its camera paths in the latest iteration (https://www.youtube.com/watch?v=q9WTgFnM-cQ), you could record the video twice once with and once without the hud. (you dont see regular hud stuff as that is not replicated, but killfeeds are shown). And basically make a composite shot using the killfeed of one of those demos and put that into the clean no hud video.

RypeL got a key bind to disable the hud, but all it does is call the showhud command.

it even got the ability to export stuff to cinema4d
https://www.youtube.com/watch?v=iGwe..._ppO4DQ1vYH7Fw


For more descriptions etc view:
http://www.ut3darkclan.com/forum/ind...27670#msg27670
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Old 04-04-2014, 08:53 AM
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Well thats suprising me even that developers are working with this tool

Thanks for the replies and explanations and stuff!

I'll take a look at RypeL but like I said... the most important thing is still missing... ;(

And it's about tripwire to fix this. I would pay another 50 bucks for a feature like this
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Old 04-04-2014, 03:04 PM
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Quote:
Originally Posted by nilsmoody View Post
I would pay another 50 bucks for a feature like this
hahaha me too ! Yoshiro what would be the cost for this 1st spectate view ?

We can try to raise some funds
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  This is the last developer post in this thread.   #25  
Old 04-04-2014, 03:26 PM
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Quote:
Originally Posted by 1conu59 View Post
hahaha me too ! Yoshiro what would be the cost for this 1st spectate view ?

We can try to raise some funds
If I remember the programmer estimate it would eat up a few hundred work hours (between one or more programmers and it may require some changes to the base weapons and rendering systems as well as server replication of all weapon data) which would probably costs a few tens of thousands at the end of the day.

It is something that we would like to do, its a matter of priority versus other items.
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Old 04-05-2014, 07:53 AM
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Can it be that you guys simply didn't expected the demand for this, changed the engine, developed the game and simply build a big barrier around the oppurtinity to make this happen again? :P

Quote:
It is something that we would like to do, its a matter of priority versus other items.
You guys will rock this! I trust you Tripwire! (Y) <3

Last edited by nilsmoody; 04-05-2014 at 07:56 AM.
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  #27  
Old 04-12-2014, 07:55 AM
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Hi Yoshiro,

Quote:
Originally Posted by Yoshiro View Post
If I remember the programmer estimate it would eat up a few hundred work hours (between one or more programmers and it may require some changes to the base weapons and rendering systems as well as server replication of all weapon data) which would probably costs a few tens of thousands at the end of the day.
The implementation of demo recording by Epic Games is rather poor and the support for client side recording was dropped several years ago. A third party replay system probably would suit you better, given the fact, that you also want to provide the replays to the community. With every major patch of the game, previously recorded Unreal Engine demos won't play anymore. A third party replay system would avoid this and many more problems caused by Epics native code (sluggish movement of players, movement in pause, proper rewinding, ...).

You could try to contact/engage Mark Wesley, according to his homepage (http://www.markwesley.com/talks.html), Mark has experience with creating replay systems for different pc and console games over the years.
His system of rewindable replays in UDK is not based on logging netcode and should work on clients as well.

Quote:
Part of my talk "Implementing a Rewindable Instant Replay System for Temporal Debugging" given at GDC 2013. This is an example video of a debug replay system (built on top of Epic Games' Unreal Engine 3, the game shown is the sample UDKGame project which I didn't write, I just added the replay system).
Rewindable Replay - What is it? - YouTube
Rewindable Replay - Debugging AI Example - YouTube
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  #28  
Old 04-21-2014, 04:16 AM
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Thanks for your post VegasKill! Very interesting videos. And those functionalities! O_o

Could it be possible that DemoRecording would be implemented with a new Expansion e.g. Rising Storm? I would buy it just for this feature ... :S
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  #29  
Old 04-21-2014, 05:06 AM
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How much I miss these good times when online shooters had good demo recorder tool. It would be great to make spectacular community fragmovie
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  #30  
Old 04-21-2014, 11:27 AM
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Quote:
Originally Posted by morticore View Post
How much I miss these good times when online shooters had good demo recorder tool. It would be great to make spectacular community fragmovie
Yes it's a lose for Ro2/RS to not have the proper tools, to help the community to make some great videos on it and at the same time promote the game on youtube for example.

How many CS-GO video i find everyday watching youtube ?

It's definitly a gap that the all game industry must fill because the next decade of game will be massivly social or will not be !
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Last edited by 1conu59; 04-21-2014 at 11:31 AM.
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  #31  
Old 04-24-2014, 09:44 AM
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I wonder if Vegaskill's Post might be interesting for TWI.

Man, my wish for a real spectator and demo tools grows bigger every damn day. I'm literally addicted to RO2 and Rising Storm. My hands are sweaty because I can't produce good videos in a fun way!
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  #32  
Old 05-23-2014, 11:28 AM
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#cutfordemotools
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