Recording and Replaying Arma Games
Hmm, then it's a bit odd. The debug recording isn't really that big in size to cause extra lags; the only thing that may cause lag is that we're forcing the recording stream to be flushed after every write (so we don't miss the crucial bits right before a crash). That shouldn't trigger a real write to disk, however, and even if it did, it should only have a notable effect if the filesystem you're writing to is a really slow one, like maybe one on a HD attached via USB 1.x or a network mounted drive.
i have local sata drive
recording online games right away with sreen recorder does not cause such slides
it happens only while recording the arma playback
anyway here is something interesting: i did a debug recording where at some point in the middle there aren't any slides (while using screen recorder)
i recorded it three times with screen recorder to be sure and slides and non-slided parts occur at the same place
after all it may be realted only to the debug recording, because when i hit twice Esc, while playing back the debug recording, slides kick in
recording online games right away with sreen recorder does not cause such slides
it happens only while recording the arma playback
anyway here is something interesting: i did a debug recording where at some point in the middle there aren't any slides (while using screen recorder)
i recorded it three times with screen recorder to be sure and slides and non-slided parts occur at the same place
after all it may be realted only to the debug recording, because when i hit twice Esc, while playing back the debug recording, slides kick in
Waitwaitwait, so the slides only happen while you're playing back a debug recording and recording that with the screen recorder? Not during recording of the debug recording itself? What, exactly, are you doing?
Pressing ESC twice during playback naturally causes slides and other sync errors as it alters the input stream a tiny bit. You only get away with camera input or other non-critical input.
Pressing ESC twice during playback naturally causes slides and other sync errors as it alters the input stream a tiny bit. You only get away with camera input or other non-critical input.
exactly, 30s of screen recording take a lot of hard drive space so i'm first using debug recording, watching it later and picking up best secenes for screen recordingz-man wrote:Waitwaitwait, so the slides only happen while you're playing back a debug recording and recording that with the screen recorder?
this is the solution, because my video capture hotkey was F9 - instant chatz-man wrote:Pressing ESC twice during playback naturally causes slides and other sync errors as it alters the input stream a tiny bit. You only get away with camera input or other non-critical input.
now i'm using one of the glance keys and it works fine! ty
You mean the display of them above the cycles? Sure, you can do that either before you record by setting in your config files, or you can do it after you record by opening the recording in a text editor, finding the line that reads
and change it to
It's one of the changes that should not break the playback.
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FADEOUT_NAME_DELAY 0Code: Select all
CONFIG LFADEOUT_NAME_DELAY 5.0 # Time the player names are shown. Set to 0 if you don't want to show them at all or -1 if you want to show them always.Code: Select all
CONFIG LFADEOUT_NAME_DELAY 0 # Time the player names are shown. Set to 0 if you don't want to show them at all or -1 if you want to show them always.damn, this changes the situation a lot, because in a similar way it is possible to bypass hud, clock and the big one: recorded glance usage!z-man wrote:in your config files, or you can do it after you record by opening the recording in a text editor
it didn't worked with the lagometer but still it is a very big step further since there is no need for running second instance of AA
i was thinking if it wouldn't be possible in the next AA version to start/stop recordings in the console (each start/stop -> new file)
it takes some time to open a 100mb of debug recording (i didn't do it yet)
- Jonathan
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The lagometer setting might be one of those that isn't taken from a recording like many graphics settings. Does the normal config have any effect?newbie wrote:it didn't worked with the lagometer but still it is a very big step further since there is no need for running second instance of AA
I don't see it happening at this time: debug recordings are really debug recordings that basically start the game as usual but give it input from the recording. A different kind of recording would be needed to do what you suggest properly.newbie wrote:i was thinking if it wouldn't be possible in the next AA version to start/stop recordings in the console (each start/stop -> new file)
A decent editor might help.newbie wrote:it takes some time to open a 100mb of debug recording (i didn't do it yet)
ˌɑrməˈɡɛˌtrɑn
after checking it, yes, lag_o_meter 0 did the jobJonathan wrote: The lagometer setting might be one of those that isn't taken from a recording like many graphics settings. Does the normal config have any effect?
in the end i decided to play it back and re-record first half of the debug recording and just to use the first halfJonathan wrote:A decent editor might help.
ok, i think everything about what i was thinking is now covered
as soon as i will have some good stuff, i will post i here
Yep, the FAST_FORWARD_MAXSTEP family of settings does that. They're also read from the configuration, and not from the recording. I'd try
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FAST_FORWARD_MAXSTEP_REAL 1