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CS2D General CS2D Max - Suggestionsedit: and yes, it seems to be manhatten method (never heard this term before)
Furtheremore the WHOLE current path is cached. So it has to be calculated only one time. recalculation is only needed if the path changes or if the bot has to leave the path because of a battle.
updating only a part of the path is not possible. at least I can not imagine how this should work because you have to reach the target in the calculation and than you have to go backwards from the target to the start. thats how A* works.
Also, as a concept for game recordings. For each of the game you could record each and every packet, filter out the packet confirmations to reduce its file size, tag each one with the time of reception after you joined, and write every packet into a file. Afterward, at replay, bring up the file, use the for conditional to read the file one line at a time, after you read one line, separate the packet data and the time tag with some kind of delimiter as an array and append that array to another array. After that start a while loop asynchronous to the main program flow which continuously streams data to the client based on the time of each packet. Pretty much just loop through the second array, find every item and check for the entry that corresponds to the time. If the time array plus the time that the replay started is less then or equal to the current time, stream the info into the replay, else continue the loop until all of the data finishes streaming.
edited 1×, last 21.07.08 12:01:59 am
Replays would be cool... but that would be quite difficult to make unless you have the knowledge. I tried making a chatroom with php and stuff but I failed because I had no knowledge, lol. So I can't imagine how hard it is to make something like replays.
But I'm looking forward to something like that.
edited 1×, last 21.07.08 02:31:08 pm
KimKat has written
I hope "sv_replay" will have the ability to be turned on/off if this is gonna be realized or not.
It probably will since I've made a program to capture all of the packets sent to the client and a mere 30 seconds gave me a file over 2mb large.
Also if you still need help with that chat room I can help.
By the way, I tried using Fraps with like 60 screens per second, fps. The file ended up in 850 MB for just 5 minutes, I gotta say... I was amazed. I looked at it and deleted it at once.
The replays/videos need to have good quality at the same time as they have low file size or they'll all fail.
KimKat has written
Yeah I need the help, I sent a PM.
By the way, I tried using Fraps with like 60 screens per second, fps. The file ended up in 850 MB for just 5 minutes, I gotta say... I was amazed. I looked at it and deleted it at once.
The replays/videos need to have good quality at the same time as they have low file size or they'll all fail.
By the way, I tried using Fraps with like 60 screens per second, fps. The file ended up in 850 MB for just 5 minutes, I gotta say... I was amazed. I looked at it and deleted it at once.
The replays/videos need to have good quality at the same time as they have low file size or they'll all fail.
Then convert the fraps file with Windows Movie Maker and voila -> fuckin 10 mb
LenZ has written
That'll end up with bad in quality, especially if I'm gonna convert a 850MB file to 10MB. Lol! Then convert the fraps file with Windows Movie Maker and voila -> fuckin 10 mb
I dislike low quality videos, medium quality videos are fine but still not quite as nice as high quality videos. If you're uploading a low quality movie to YouTube the movie will then yet again be synchronized and it'll look much worse. That's why all my videos on YouTube look a bit bad. I uploaded pretty much all of them on high quality, some are medium quality.
Anyway, I saw DC's new update.
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Sounds awesome. July 20, 2008
New entities like func_dynamicwall (can be used like a door in combination with trigger_use/trigger_move), trigger_delay and trigger_once added!
Bots can now also plant and defuse bombs and VIP-bots try to escape!
<< Source
New entities like func_dynamicwall (can be used like a door in combination with trigger_use/trigger_move), trigger_delay and trigger_once added!
Bots can now also plant and defuse bombs and VIP-bots try to escape!
<< Source
Redemption has written
In the replay function, you should make it so we can "watch" other people.
You'll be able to access everyone's point of view as well as view all of their player data.
leegao has written
You'll be able to access everyone's point of view as well as view all of their player data.
Redemption has written
In the replay function, you should make it so we can "watch" other people.
You'll be able to access everyone's point of view as well as view all of their player data.
Ahhhh nice, and as well as that make it so we can "Spectate"
leegao has written
You'll be able to access everyone's point of view as well as view all of their player data.
Thats not true. This is only possible if you have a server replay. It's impossible with client replays because clients just don't have all the data.
and please remember: It's still not shure if there will be replay/demo function! don't expect one.
DC has written
Thats not true. This is only possible if you have a server replay. It's impossible with client replays because clients just don't have all the data.
That is true, but wouldn't the only things that a client replay would miss be the chatting from the opposite team or when they die. The main gameplay will be recorded since every move, move+dir, shoot, etc etc from every player is sent to each and every client so it would still serve to be relatively useful.
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if you want a replay just have it be node based, so its like "player xy moved to node 13x.76y" and then just node all maps?
The maps do have "nodes" already. Every time a person joins the server the X and Y coordinates of every player are automatically sent to the client. Every time a player moves, the x-difference and the y-difference are sent, etc etc. But remember,the key here's not only the data, but to be able to synchronize the data in a timely matter. A replay could other wise parse the whole file and return all of the data in one chunk, meaning all you'll see (if your PC has enough memory to handle some of these) is the end of the game.
a client receives movements of players which are close to his position very frequently. but he receives positions of players who are far away in a very low rate.
I'm not sure but can you spectate other players when you watch a cs demo which is recorded by a client?