Recording a Game

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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nicolas.b
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Recording a Game

Post by nicolas.b »

apologies, since this has probably already been asked before, but:

how nice would it be to capture / record a game the way you can with "warning forever" for example? it seems to me that the amount of data captured in any given round would be quite small- basically just the list of turns for each player, correct? there is no random element in the game, right? so if you had the list of players and turns you could play the whole game back perfectly... i think.

and that way you could take all the screenshots you wanted, and study any games from many different angles if you chose to. the round movies could also then be put into MPG for sharing around the web and increasing arma popularity, perhaps...
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Post by Marrow »

Seleucus had a program for this when the tournaments were going on. I don't remember the name of it offhand, but it's discussed somewhere in this forum.

(maybe you are talking about something else ^-^)
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Post by Tank Program »

he is talking about recording the position data so that it can be re-rendered/played back and would be able to control the camera and just watch the game being replayed, allowing you to study your play method. what you are talking about marrow is just like recording what has come on the screen, which frankly would be a lot larger than just recording the ingame data and re-rendering it for play back.
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Post by Tank Program »

(like a demo for ut, quake3, etc)
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Post by Marrow »

Ah, I see now. That would be cool.
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Post by n54 »

nico's idea is a Great one (notice capital G) :star:

i've tried to capture games (offline only) using different recorders but they all ended up with extremly poor quality even when i tried maxing all the neccesary settings. 1 second is actually a very long time in armagetron...
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Post by nicolas.b »

hehe, node, it's all your fault for figuring out the recording method in WF- exact same concept except there would be many more viewing options in the arma playback device. also, if you play any computer sports games they very often have these sorts of recorders built in that let you play back from any person's perspective and angle, etc.

MOVES: i forgot about the brakes. so the recorder would have to note the internal cycle and whether a player pushed turn or brake. and that begs the question, does the arma server keep track of things in real-time or per internal-cycles, like one long sequence?

something else- what if you were able to capture a game like this and when you tried to play it back it wouldn't play back the same way it occurred?- most likely because some events (perhaps a lag bomb or something) caused it to lose sync. man, it sure will be nice when manuel starts working on the game again...
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Post by subby »

If it were to be done, it would have to be replayed in a seperate program b/c the way the game works, it would wayyy to hard make the game replay something. Recording is a diffrent matter, all we need is for each bike is


a) initial location
b) time of turn
c) left or right ?
d) time of death
e) oohh and the name of the bike owner


or even simpler :

a) time, and
b) x,y location


if these parameters are known, writting a program to play it would be relatively simple, though most likely in 2d because thats all you would need
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Post by iceman »

you could always record the lag bombs too lol :lol: :lol: :lol: :lol:
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Post by n54 »

hmm some thoughts:

1 - if subby's correct and a new prog is needed etc. then the new prog should become an integral part of the armagetron prog (for example as an additional menu option below the "game" option in the start menu - something like "replay" would be good (oooh yeah i'm really stealing from warning forever here but it's just sooo sweet - my point is that even if it becomes a seperate program it should be integrated transparently for the end user (<-- should be real simple))
2 - i oppose the 2d view stuff and think the replay should view exactly as if you were a spectator in a real game (i know this might be a lot of coding, but kinda hope it could all be solved by faking the inputs to the game ie. the input comes from the recorded file and the game/gameengine believes it's an actual game that the player only has spectating status in (player name & chat disabled and so forth to avoid bugs)).
3 - recording replays should be a server option as well as a client option (only the server recordings would show the "real" game afaik), comparing a recoding made locally with one of the same game at the server could be really interesting...

3d replays would be fascinating:
- you could trade games where cool stuff happened, experience the game from other players pov etc.
- you could really analyze yourself (and others) to death *whohoo!* :wink:
- no more hard textual descriptions that get misunderstood; just attach/share a recording of it instead
- lots of other stuff i'm sure! :D

some time in the future maybe one could include slow motion/"action replays" and other control functions for the replay (cropping comes to mind as a handy feature)

many games come with the "demo"/replay option included (for example hl afaik) - there must be some clues as to how to do this effectively somewhere out there?
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Post by nicolas.b »

nice work, guys...! i really hope this can be added one day. everyone who wants to, can spend time improving themselves. and i love that idea about trading the saved games back and forth as demonstrations. that would be so cool i would be pretty-much wetting myself daily.

still i haven't gotten an email from the arma developer's list for ages. and manuel went on a year sabbatical last time- no idea how long it'll be this time... :(
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Post by Tank Program »

moved to devel
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Very interesting!

Post by Faramir »

Hi,

I think that the idea of playing recorded games is really nice... Here's a thought:

While we play a internet game, the client game is receiving data continously from the server, this information is processed and showed in our screens... That information is based (isn't it?) in UDP packets. So... At this moment i'm thinking in a program that intercepts those packets while we play in our computers, then it saves the data to disk. After, this program or another program can take the saved data and re-send to the client game... This would be a way t view recorded programs without to make too modifications to the client program..

Perhaps i am saying a stupidity...? :D
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Post by n54 »

no i agree with the idea, but it would be even simpler if we could just cache the stripped udp info to a file and use that as a source for replays

btw it should be implemented on the server as well so you can see the actual game as it was without lag
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Post by iceman »

yes i agree just log the data thats sent to the display routines

and i would love to see a replay of the server log side by side with the client log just to show how f*ucked up the client side gets
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