[quake3] feature: advanced demo navigation

Jorge Pena jorgepblank at gmail.com
Wed Mar 7 19:24:47 EST 2007


>Anyway, *supposing* someone did this, it might be easiest to record
>every player's commands and userinfo strings, and play them back as if
>the players were actually connected.

Haha, excuse my ignorance, but I've always imagined something like that! In
fact, that's how I actually thought it originally worked, the regular
recording haha, wow I'm pretty stupid. But yeah that's a good idea.

On 3/7/07, Neil Toronto <ntoronto at cs.byu.edu> wrote:
>
> Lovely self-reply...
>
> Neil Toronto wrote:
> > *snip*
> >
> > Server-side demos might be easier to do in-engine. We had to jump
> > through quite a few hoops to make it work well.
>
> It was here we learned that the QVM has the same endian-ness as the
> architecture it ran on, which surprised us a bit. We had to write our
> own hton*() and ntoh*() functions...
>
> Anyway, *supposing* someone did this, it might be easiest to record
> every player's commands and userinfo strings, and play them back as if
> the players were actually connected. Then the mod wouldn't need support
> for the feature - it would just think some players were connected. Well,
> it would need to know when a demo was being played back so it could keep
> players from joining the game.
>
> This assumes, of course, that server events proceed deterministically.
> Hmm... maybe this is harder than I thought.
>
> The engine used to have a "serverrecord" command that recorded
> server-side demos, but I don't know how it worked or what's become of
> it, and I don't know how to play them back.
>
> Neil
>
>
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