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replay mode & save replay


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11 replies to this topic

Poll: replay. (8 member(s) have cast votes)

would you like_

  1. replay mode (3 votes [37.50%])

    Percentage of vote: 37.50%

  2. Spectator mode (5 votes [62.50%])

    Percentage of vote: 62.50%

  3. neither (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Spiderz

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Posted December 10 2012 - 12:53 PM

so i'll be recording all my gameplay from open onwards, i'd like to record in other perspectives, i would theoretically make another account, if the game had a listen function, to spectate and record my gameplay, but this could be abused because i could set listen on the other team on another screen

therefore a replay/save replay function seems like the smarter choice, being UT3 i imagine it'd be a plausible addition and it would allow me to record from a third person perspective and various other angles...

solely recording in first person seems a shame - a replay feature is greatly desirable.

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#2 h0B0

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Posted December 10 2012 - 01:01 PM

I bought an extra terabyte to store my gameplay footage and have nearly maxed it recording less than 50% of my gameplay during CBE3.

Edit: i meant to i say i support this idea.

Edited by h0B0, December 10 2012 - 01:01 PM.

Click me! I dare you.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#3 ReachH

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Posted December 10 2012 - 01:06 PM

They just need spectator tools in general. Overlays, tactical maps, replays, observer mode. EVERYTHING if they want to make Hawken digestible for the masses.

View Post[HWK]HUGHES, on October 23 2013 - 06:01 PM, said:

Development happens.


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#4 h0B0

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Posted December 10 2012 - 01:19 PM

View PostReachH, on December 10 2012 - 01:06 PM, said:

They just need spectator tools in general. Overlays, tactical maps, replays, observer mode. EVERYTHING if they want to make Hawken digestible for the masses.
Or one of these. These make anything "digestible".

Click me! I dare you.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#5 The_Silencer

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Posted December 10 2012 - 01:26 PM

It's probably too soon at this stage. Although spectators and control keys (or console commands..) to disable the HUD and/or the cockpit in order to record demo footage would be something very interesting., for the sake of the promo for this game.

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#6 AsianJoyKiller

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Posted December 10 2012 - 01:33 PM

View Posth0B0, on December 10 2012 - 01:19 PM, said:


For those days when you just really want a banana-strawberry-tampon-sofa smoothie topped with shredded tin garnish.

[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:

AJK is right

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#7 ReachH

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Posted December 10 2012 - 01:44 PM

I would not go near anything with a tampon in it. I had the misfortune of catching a whiff of a tampon bin on campus and it scarred me for life.

View Post[HWK]HUGHES, on October 23 2013 - 06:01 PM, said:

Development happens.


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#8 The_Silencer

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Posted December 10 2012 - 02:01 PM

I like that music :P

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"The difference between theory and practice is smaller in theory than it is in practice"


#9 DM30

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Posted December 10 2012 - 02:22 PM

I'd really like to see a spectator mode. I can see it as being a useful way to pick up tips/strategies from players that are better than you, plus it would just be plain fun to see mech carnage from outside the cockpit. :D

Not sure how likely it would be to actually be implemented, given the whole F2P small developer thing, but still, it'd be cool.

Edited by DM30, December 10 2012 - 02:23 PM.


#10 DarkPulse

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Posted December 10 2012 - 02:27 PM

To get technical, Unreal Engine has two types of demo recording:
  • Clientside. This is from the view of a player (whether first or third-person). The only problem with this is that it's everything relative to a client. If an enemy gets far enough away, for example, they simply "Disappear" because you are no longer being sent data on their position, etc.
  • Serverside. This is from the view of the server itself. As a result, you can watch any player's actions and they remain viewable at all times. The main downside is that the serverside demorec is much bigger (since it's keeping track of more stuff).
Personally, I'd like both, but obviously, the only way to activate a serverside demorec is to have server-level control. Otherwise, all demorecs are clientside demorecs.
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#11 Spiderz

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Posted December 12 2012 - 03:45 AM

thanks dark, how big is serverside demorec btw_ like approx_
DAMN SON! WHERE'D YOU FIND THIS!_
i want keybinding that makes my mech play this tune with acouple twirling beacon lights.
click banner for clan info
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#12 DarkPulse

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Posted December 12 2012 - 05:56 AM

View PostSpiderz, on December 12 2012 - 03:45 AM, said:

thanks dark, how big is serverside demorec btw_ like approx_
Depends on how many players are on the server, how much stuff is going on, and tickrate (think of it like FPS for servers). Most UE3 games set the tickrate at 30 (meaning it'll update stuff thirty times a second), but you can change that with an INI edit.

The higher the tickrate, the smoother the replayed demo would be (as demos don't interpolate movement, etc. like "normal" matches do) but also the bigger they are.

I would (very roughly) guesstimate that assuming a 30 Tickrate demo and a full 6v6 match, a 15 minute TDM would go approximately 15-35 MB. For every doubling of tickrate, you can basically double the filesize.
Reason as my minor ego, and opposite my desire to be a murderer.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."




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