View Full Version : Seeing the action when its over.
cobrabase
01-05-2006, 02:39 PM
In the "old days" I used to like to play Rouge Spear. One of the best things about it was its cool replay system which allowed the player to play back all of the action and watch it from a third person perspective.
Will we have such a feature in Pro PE??
I know that in SBG we were able to see all of the action on the debriefing map... but any chance we'll be able to see the 3D action as well?
BlackDeath
01-05-2006, 05:40 PM
I know that in SBG we were able to see all of the action on the debriefing map... but any chance we'll be able to see the 3D action as well?
hmm, this was almost already possible before with SB1. its not really a vid, but you could see pics from the battlefield at each moment of the battle.
Same action report in SB PE. (right click, view on the debriefing map)
Ludwigmeister
01-05-2006, 06:45 PM
Yeah but I think he's talking about an actual vid mode, where you could be in the F8 view of a tank and watch its lateral as it cruises past a gap in the trees or something like that.
Ludwig.
Skybird03
01-05-2006, 08:23 PM
If the mission that just had been played is stored somewhere, then a separate tool by a modder should be able to save it and allow some manipulation, foriming it into a video. I think eSim will not care to do that, and that is okay, but it would be nice to hear if they would be willing to accept to support the creation of such a tool by some community talents.
cobrabase
01-05-2006, 09:21 PM
Yeah but I think he's talking about an actual vid mode, where you could be in the F8 view of a tank and watch its lateral as it cruises past a gap in the trees or something like that.
Ludwig.
Yes... like a replay of a recording but from any vehical on the battlefield.
Maybe it is in the non-PE edition of the sim... the one on formal military bases.
Could you clarify this for me Nils?
flyboy
01-05-2006, 11:46 PM
Maybe a top down live satellite feed look of the action.See where the pesky baddies came from.
Its pretty much the same as sb1 for the moment.
unfortunately, it is not documented in the manual, IIRC.
at least that should be corrected.
Storm91
01-06-2006, 11:46 AM
Yes I definetly agree especially for training purposes a recorder mode should be allowed or modded.Especially since its a sim.A gunner could do a playback and check where he forgot to scan that just cost him his tank.Would help find weaknesses.Not to mention i could slap together a 5 minute video and take it to the 3rd AD reunion.Record playback feature must have... :!:
PS-SCUD
01-06-2006, 01:00 PM
SB Pro has "Advanced AAR features". I'm not exactly sure what that entails, but I think the reason that AAR features of the Personal Edition are limited is more a matter of economics than implementation.
If you have a really beefy system, you could always record an entire mission using FRAPS or a similar utility, then watch it afterwards.
Ssnake
01-06-2006, 01:51 PM
A full mission recording generates way too many data to be recorded on a local machine. One would need to write data to disk, and disk access during a real-time simulaiton is a big No-No performance wise (you'd have nothing but stutter).
Nevertheless, full mission recording still is a big desire of the military, and we have a few ideas how we might be able to do it. But that is still at least a year ahead.
Storm91
01-06-2006, 10:02 PM
If you have a really beefy system, you could always record an entire mission using FRAPS or a similar utility, then watch it afterwards.[/quote]
hey Scud whats fraps and where can i get it?Does it record actual gameplay so i can watch it on windows media player?I use 3rd party software to take screenshots of most games nowadays since they dont come with a print screen command. 8)
Ssnake
01-07-2006, 12:14 AM
www.fraps.com
Storm91
01-07-2006, 12:48 AM
Yea -got it from scud allready boss.Made my first video called snafu-tis,stab,engine,turret all shot up lol.Incoming 3 inf squads --I only play on hard :twisted:
Storm91
01-07-2006, 02:37 AM
Ssnake this is what us postalgrunts are gonna do to your tank if you have any more dongle problems lol j/k.Might take a sec or 2 to buffer as this is on my wifes personnal site:)
http://home.socal.rr.com/arypics/images/dongle%20problems.wmv
Skybird03
01-07-2006, 01:05 PM
A full mission recording generates way too many data to be recorded on a local machine. One would need to write data to disk, and disk access during a real-time simulaiton is a big No-No performance wise (you'd have nothing but stutter).
Really? Sub Command and Dangerous Waters have all object- and movement-relevant data stored for a mission - that could last hours, the replay is of the the look-down-icon-on-map-type that SB1 was offering. IL-2 allows recording of full-size missions including all object- and movement-relevant data so that in replays you can use the 3D engine to view it and jump between positions and objects as you like. Other flight sims had that feature too, in the past. Racing sims, Richard Burns Rally as well as Nascar 2003, (one-car versus plenty-of-cars) store all object-data and movement during racing, completely. All genres of sims and games, realistic or arcade, have come up with the feature of mission replays in varying incarnations. Concerning the game titles I mentioned by name above, I am not aware of immense writing to disk during play, or stuttering caused by that. while some games may be less complex in background calculations, IL-2 and Dangerous Waters for example certainly are anything else but that.
I can see no realistic technical reason why it shouldn't be possible to store a mission's going for replay while it still is beeing played.
Ssnake
01-08-2006, 06:38 PM
The amount of data for a ground simulation while recording also all the player's joystick / gun control movements simply is much, much more than recording the flight vectors of a few planes/ships. After all, such an AAR should be accurate enough to determine whether or not a certain player could see a certain target at any given time, so you need to keep track of the sights, of the exact randomized offset for each ballistic calculation to recalculate the same results etc. On average you'd have three dozen vehicles per mission, half of them loaded with six dismounts each, so we're talking about 150 agents (and it could be up to 1200 in extreme cases). Even if the recording was limited to just an hour and a half, this is a bit different from keeping track of ten to 30 unit in your average flight/naval simulation.
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