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Recording Matches and Tourneys

{DOU}cHiCkEn
(@douchicken)
Member Admin

Ok, disregard the previous information that was here involving downloading a separate Demo Manager. That was too buggy and I learned that both spectator mode and 3rd person can be accomplished using the recorder feature that is built into UT. I had been under the impression that it was only possible to view in 1st person as a Client Demo Recorder. My bad, but I got it straight now.

Let me once again preface this by saying that it is in our best interest to keep the fact that we are recording matches to ourselves. Not that is illegal or unethical, but because we don't want teams that have not thought of doing this to start. Also, if others know we are recording them and can view their actions after a match, they may avoid going to secret spots or good sniper nests when playing against other DOU members, so that we won't find those spots.

Ok, so here is everything you need to know to record Matches and Tourneys using the UT console.

This is taken from the Icequake.net website:

Playing & Recording Demos

Unreal Tournament provides the ability to record demos both on the

client side, when playing with both humans or bots - recorded from the

point of view of the player; and on the server side, recording a demo of

every event in the game - allowing the playback to be from any position

or point of view on the map. Demos you record are stored as .dem files

in your Unreal Tournament /System/ directory, and whilst they are quite

large "raw", they can be compressed with WinZip or other compression

program into somewhat smaller files for distribution.

Recording

To begin recording a demo whilst in a match, bring down the Console with

the ~ key or press Tab for the Quick Console and type in:

demorec filename

with filename being the name of the file to which you wish the

demo to be saved. Recording will begin immediately will cease

automatically upon the end of a match or change of level, and can also

be stopped by issuing the stopdemo command.

Playback

When playing a demo back, there are several options you can choose to as

to how you want to do so. The programmer responsible for Unreal

Tournament's demo support, Jack Porter explains the options and the

syntax you need to use them as follows:

demoplay filename?option1?option2?option3

Any of these playback options can be specified:

3rdperson - Plays a [client side recorded] demo back in spectator mode.

timebased - Synchronize demo playback to time rather than frames.

noframecap - Don't limit the framerate on playback to that of the

recording. loop - Added in [UT] 406 to make the playback start again.

When "timedemo 1" is active, noframecap is automatically enabled, like

it is when playing back a Quake timedemo. The only way to stop it

returning to the entry level is to use the loop option, which I've just

added for 406.

To play a demo back normally with none of the advanced options, simply

enter demoplay filename in the console, where filename is the name of

the demo file residing in your UT /System/ directory which you wish to

play.

So to sum up:

demorec filename = recording

stopdemo = ends recording

demoplay filename?3rdperson = To view in spectator/3rd person on playback.

This seems to be the most reliable and stable method.

Any questions, please PM me. Thanks.

.:cHiCkEn/:.

Hermskii

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Topic starter Posted : 15/01/2006 11:17 pm
§h¤®tï£
(@hti)
Reputable Member

Does this mean, if we already downloaded the one from before, we should change the DemoRecofdingDevice=udemo.uDemoDriver back to DemoRecordingDevice=Engine.DemoRecDriver. ?

Only the dead see the end of war.

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Posted : 16/01/2006 4:00 pm
Moon
 Moon
(@moon)
Noble Member

This must be interesting but I didn't understand anything 🙁

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Posted : 16/01/2006 5:16 pm
{DOU}cHiCkEn
(@douchicken)
Member Admin

§h¤®tï£ wrote: Does this mean, if we already downloaded the one from before, we should change the DemoRecofdingDevice=udemo.uDemoDriver back to DemoRecordingDevice=Engine.DemoRecDriver. ?

Yes, I would. I changed my back. Not sure if it would create a problem if you don't, but I would put it back the way it was to be safe.

Hermskii

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Topic starter Posted : 16/01/2006 8:04 pm
{DOU}cHiCkEn
(@douchicken)
Member Admin

Moon wrote: This must be interesting but I didn't understand anything 🙁

It explains how to record our tournaments so we can watch them after the game is over.

Hermskii

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Topic starter Posted : 16/01/2006 8:07 pm
Tommy
(@tommy)
Member Admin

Moon, it is like filming a movie of the game in spectator mode. But, with a twist. You will film everyone who is on the server. You then later go and play back the movie and you can F5 to *any* person who was on the server. So we can film a match, then later go back and F5 to that player and see where they were hiding or what they were doing 🙂

Tommy

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Posted : 16/01/2006 8:20 pm
Moon
 Moon
(@moon)
Noble Member

Tommy wrote: Moon, it is like filming a movie of the game in spectator mode. But, with a twist. You will film everyone who is on the server. You then later go and play back the movie and you can F5 to *any* person who was on the server. So we can film a match, then later go back and F5 to that player and see where they were hiding or what they were doing 🙂

Tommy

Dam !!! You can swap between players !!! This is great !

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Posted : 16/01/2006 10:10 pm
{DOU}cHiCkEn
(@douchicken)
Member Admin

Demo recording has also been successfully tested in LMS and TDM servers.

*I should note that when a player changes weapons they will disappear if you are viewing from them. You may not reappear with them also if they are killed. This is because of UT's netcode. During those moments, it stops sending information about that player to the recorder. So you'll have to cycle back through the players until you find that player again.

This shouldn't be that big of a deal in a sniper match.

**Only other known issue I've had is after viewing a demo, for some reason, UT resets my name to Player. Have no idea why. Let me know if this happens to anyone else.

Hermskii

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Topic starter Posted : 17/01/2006 12:51 am
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