Back to Tribes 2

democam.cs alpha 0.2

Historical capture recovered from the Wayback Machine · captured 2014-02-10 · 17 posts
The "clean" install I wrote and tested this on was using my IFC22 replacement which has patches that made it work. The result was that 0.1 was broken for anyone but me. I updated 0.2 to use the memPatch functionality of TribesNext to apply the same patches.

Download here

Usage:
Place in base/scripts/autoexec
Left/Right arrow keys = cycle through players
Down arrow key = toggle lock off/on

Scope is what you receive updates for. T2 doesn't send information for everything to all clients all the time. If your target's perspective freezes, it means the target wasn't in the scope of the player recording the demo at the time.

Priority is given to the Player reoording the demo, flag carriers, teammates, then enemies. Teammates and enemies not in sensor range may receive fewer or no updates. The view should be smoothest for any Player carrying a flag or with a line-of-sight to the recording Player.

The view may change temporarily upon the recording Player's death, or the death of the target Player. It should go back to the target when they spawn and a new Player object is created with a new object ID.

Comments can be posted here or contact me in IRC. This thread may self destruct depending on problems that arise. Any future updates will be posted at the above URL.
Just want to point out that the demo script "DEDDemoAdvanced_Beta_II" will not work with democam.cs.

Reason:
[08:01pm] ·LouCypher· he packaged StartSelectedDemo() and never calls the parent::
[08:01pm] ·LouCypher· so he's overwriting the function and any hooks into it before his script loads

Some other demo scripts such as trudemos (confirmed by monkeyhero) work just fine. Try removing your demo script if you are having a conflict with democam.cs before messing around with other things.
nice job lou maybe this will clear some consciences
Thanks, Lou. Many thanks.

-rJay
this is awesome


Would it be possible to add the ability to go into free-form observer mode as well? Would be great for a wider perspective on plays.
TY Lou. You Rock.
Originally posted by: SADDAM AL-TIKRITI
Would it be possible to add the ability to go into free-form observer mode as well? Would be great for a wider perspective on plays.
There are fixed Camera locations on many maps which would be easy to switch to, but as far as flying around like you would in Observer that would be more difficult because the move manager isn't active during playback. Not saying it's impossible, just not likely something I'd attempt to do.
Ah, that's a bummer.

Tried this out today, works pretty well when switching between teammates (more so if they play the same side of the map as the recorder), but it's not very good at getting the enemy's perspective unless they're right in your face. The weapon huds appear to follow the original demo recorder, but energy/health is for the player in the PoV.


The view may change temporarily upon the recording Player's death, or the death of the target Player. It should go back to the target when they spawn and a new Player object is created with a new object ID.


The script appears to bug out on vehicle maps, probably because of the above - I'd assume the vehicle object "eats" the player object when a player enters a vehicle, or something?

Either way, i tried watching a ZP demo from the 10 year tourney with this loaded, and as soon as he jumped into his shrike, the perspective would go to someplace else, and I could not get it to lock back on to him by cycling players unless I waited for a time when he was outside the Shrike (and even then it'd stop tracking him as soon as he vent into a vehicle again).
Originally posted by: SADDAM AL-TIKRITI
Either way, i tried watching a ZP demo from the 10 year tourney with this loaded, and as soon as he jumped into his shrike, the perspective would go to someplace else, and I could not get it to lock back on to him by cycling players unless I waited for a time when he was outside the Shrike (and even then it'd stop tracking him as soon as he vent into a vehicle again).
Yeah, it's something like the controlObject becomes the vehicle (or turret) when a player is controlling either. This script depends on PlayerListGroup having matching target IDs with the Player in CommandTargetSet.

I didn't try it with vehicle maps, just one of littlewing's demos from Stonehenge. Due to the way T2 does mounting, I don't know if it's possible to associate the vehicle a player is piloting as easily from script based solutions.

A lot more would be possible if I folded this into IFC22, as I have direct access to the objects in memory and it's much easier to code around "bugs" like vehicles and turrets.
can I get a noob translation for what this does?
It lets you switch to the view of other players in a recording.
Not sure if slush is trying to tell us something, or he's being retarded.

My money is on the 2nd one
Um, how about a post delete, Admins?
omg the forums are srs business rJay.
don't worry rjay, slush is safe

the lurking twl overlords only delete cool or funny posts/threads, not junk
-_- Oh. Yeah. I forgot. smh

KRYAND TOOLS BOTTOM RIGHT - screenshot from psycore POV

17 posts recovered