Rewinding for replays?

Rewinding for replays?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Rewinding for replays?

Post by jackalope »

How difficult would it be to add a rewind feature (negative speed?) to replays? either that or the ability to jump back a set number of seconds/minutes?
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

afaik it is impossible with the current system. The current system saves the events (orders?) of the game and simulates them, therefore you cannot find point 78, without having 77(76 ect..) so you must go in a forward motion. Rewinding requires going back to point 1 and going back to where you rewinded to IE. might as well restart the replay.

correct me if im wrong tho
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Wonder if it possibly to "save" replays thou?
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

This would be a nice feature, too often i'll be watching a replay in 2x speed or whatever and miss something interesting and have to restart the replay, as well as if something cool is happening on two places on the map at once.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

would make it alot easier to produce videos
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

I think it would be nice for the reasons others mentioned above, and also in situations where you want to track multiple players or areas to see what's happening simultaneously. Right now the best way to fudge it is to slow it down a lot or pause it and go back and forth often, but that's kind of distracting.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

How about since we got a time clock
Feature add so we could type in console while waiting replays .jumpto 10:30 to go @ full speed to 10minutes 30 seconds & pause there.
Would be nice in replays could post an interesting one & give overview and relevate times
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

isn't this an MTR, if not, then it seriously should be. Rewinding replays and skipping to certain points are two of the best features Spring never had.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Everyone else wrote:I want to be able to rewind ect...
I hate to burst the bubble... but then your going to have to find a way to store a rewindable replay that doesnt make them 50 gigs a pop. Possible? probobly. Would most likey require a redo on the entire replay system.. somthing im sure no one wants to do...

Not saying its a bad idea, but sure MRT but dont expect anything in the next.. um while.. or two hehe

a thought though, how large (size wise) would a file be that stored the location of every entitty(unit/projectile) in play as well as birth/death events per frame? I am asuming huuuuuge but worth a shot =P
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

maybe it would be possible to "simulate" the action until a certain time without graphics.
like you press a key and only the radar is updated?
/e
I think Zero Hour does this, when pressing F (fast forward), then only every 10th frame or so is drawn.
cBass
Posts: 1
Joined: 29 Jun 2006, 07:54

Post by cBass »

a thought though, how large (size wise) would a file be that stored the location of every entitty(unit/projectile) in play as well as birth/death events per frame? I am asuming huuuuuge but worth a shot =P
What if a cache file were to be made with all the above information for the currently playing replay file? It would then be possible to rewind to any given point in the cache file without having to calculate all the projectile/unit positions in real time. After the replay is finished being viewed the cache file could be deleted.

There could also be some parameters to limit the "buffer" to a certain size so the replay cache file doesn't get too big. Once the file gets bigger than the buffer the beginning of the cache file can begin to be emptied. If any of you have ever used Tivo you may understand what I am talking about.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

This is one of many, many reasons why 100%-complete multiplayer savegame feature would be incredibly handy.

Consider, with a full savegame, you could do the following:
1) resync - just auto-pause and pass the savegame to the non-syncing player.
2) have late joiners - works the same as a resync.
3) add chapters to a replay so you can go ahead/back.
4) save a multiplayer game to continue later.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

adding chapters might be a good idea... so you have different startpoints. those chapters are saved every 10 mins or something?
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

thats a more interesting and feasible idea.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Couldn't it just have a recorder recording it, and the actual replays we have now?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

there is a video recorder integrated into spring... I DARE you to use it for a whole game... no sound though, and it lags a lot

its one of the higher Fx keys (F9, F10, F11, F12)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Now I remember it...

I think it was like Q W E or R

Somewhere around there...
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

adding chapters might be a good idea... so you have different startpoints. those chapters are saved every 10 mins or something?
QFE
this is a good and feasible idea, you could save where units are at 10 minute intervals lowering the size of the replay. it would still take up a fair chunk of space i think but DEFINATELY worth looking at IMO.
Doing this would put us ahead of many recent RTS games =)
Post Reply

Return to “General Discussion”