Demo problems fixed in I12
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Oh, and Scuzzbopper, check out Roman_Sybil_01 through 4.
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Will do!
CoH Codex : Demo Models/FX/MOVs : Demo Info
Arc 111022: "Doctor Geist and the Scientific Method"
Schweetness. Another thing to look foreward to in i12.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Oooh... Between this and learning how to greenscreen CoX demos, I foresee many, many hours of time consumed in my future...
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Weird timing problems.... fixed!
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Well... not completely fixed. I just did an outdoor demo and my movements all started half a second before the animations for the movement.
In-game advertisements DO appear in demos. That's a per-character setting so there isn't any registry entry you can change to make them go away. However, you can make them go away simply be removing the cache they are stored in. For Windows Vista, that's C:\Users\{user name}\AppData\Local\NCSoft\CoX
Strange thing is, the directory comes back as soon as you start the demo. Even if you are completely off the Intenet. The advertisements still don't show, though, even if you quit the demo and start it up again. You have to actually log in to the game to get the advertisements started up again.
Real advertisements still aren't ready so there's a real good chance this technology will change.
If you get the chance, I was trying to use your Demo Edit program to edit a demo in the WarZone (shields down, U'kon up) and it fails to load. Dies on a cast from ENT to double. Ive stripped out just about everything except creating NPCs and me, but it still harfs. Dont know if there is anythign unique to the warzone, but it does play in demoplayer just fine.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
I need to fiddle with the Demo Edit program anyway to handle the new MOV digit at the end. I'll look into that, too. Thanks for the tip!
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However, you can make them go away simply be removing the cache they are stored in. For Windows Vista, that's C:\Users\{user name}\AppData\Local\NCSoft\CoX
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Amazing they actually use a Directory called, "CoX."
BTW... what do you see on those billboards in place of the missing ads? Are they blank, or do they simply default back to the fictional ones?
They go back to the normal ones.
Since it looks like I12 is going live today...
Zloth, have you had time to enhance your Demo Edit program to be I12 compatible yet?
And has anyone tried Balshor's Demo Edit with I12? I use both since the each have strengths.
I'm trying to but something bad is happening and I can't figure out what it is! Any demo my demoedit tries to save can't play back at all. The game just says it can't load the demo file and crashes out.
The new number that appears after the MOV command is a custom weapon! Change it to some low number and you'll do your animation with some kind of weapon in hand.
Oh, I fixed the Dynarray thing, too, that somebody else pointed out. Forgot to put a space between the two words. D'oh!
Now if I can just isolate whatever is causing demos to stop loading.... grrr.... I thought this was going to be a pretty easy update!
Run a file diff on the pre- and post-edit copies? If you make no changes then shouldn't they only differ at the problem spot?
FYI - Balshor's Demo Edit (0.8.14) seems to be working fine. That's probably because he doesn't try to parse the command arguments, so the format changes aren't an issue there.
This is interesting. With I12 on live, I loaded up a demo whose map I know used to crash, in this case the Clockwork King's lair from the Synapse TF finale (MAPS/MISSIONS/UNIQUE/ARTIFIED/CLOCKWORK_KINGDOM.TXT).
It did NOT crash! The demo played.
However, it's still not quite right. At least in this one case (I haven't tried any others yet) what seems to be happening in the demo playback is that only the "artified" elements are visible, so no walls or other parts of the map are showing.
Here is a screenshot
Not sure what to make of that, but I guess that not crashing is a step forward over crashing, at least.
CoH Codex : Demo Models/FX/MOVs : Demo Info
Arc 111022: "Doctor Geist and the Scientific Method"
That's uh, interesting...
After a quick test, I see the eden trial and the archdemon (lab with walls/elevators busted through) maps both work, which didn't before. Of course neither of these are regular maps with simple overlays, but it's great to see that these work now .
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I'm trying to but something bad is happening and I can't figure out what it is! Any demo my demoedit tries to save can't play back at all. The game just says it can't load the demo file and crashes out.
The new number that appears after the MOV command is a custom weapon! Change it to some low number and you'll do your animation with some kind of weapon in hand.
Oh, I fixed the Dynarray thing, too, that somebody else pointed out. Forgot to put a space between the two words. D'oh!
Now if I can just isolate whatever is causing demos to stop loading.... grrr.... I thought this was going to be a pretty easy update!
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Is your editor still saving in Unicode format by default? That was giving me problems for a while.
Test Subject 42 - lvl 50 Sp/DA Scrapper
Oku No Te - lvl 50 MA/SR Scrapper
Borg Master - lvl 24 Bots/traps MM
Pinnacle
Nyghtfyre - lvl 50 DM/SR Scrapper
Champion
Yep - that was exactly the problem Mutant Mike. I was playing with Unicode as a way to get around the binary code that bases are saved in. Didn't work, but I didn't get all the unicode stuff removed completely.
Demo Edit is now ready for Issue 12, you can download it at the same old web page. Version is 3.3. Handles the new MOV command and fixes a bug with the Dynarray command.
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It did NOT crash! The demo played.
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You're right!!! I just watched a couple of my favorite demos, one against Ruladak the Strong and another in a Freakshow converted warehouse. They both worked GREAT!! I'm quite certain I tested the Freakshow one right before I12 went to open beta testing so they must have fixed this recently!
BIG BIG thanks, NCNC!
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Oooh... Between this and learning how to greenscreen CoX demos, I foresee many, many hours of time consumed in my future...
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Oooh how do you do this!! I posted this question on a different forum.
By lowering my character -7000 yds below the map I was able to get exclusively him doing his moves with only a blue background. Unfortunately it isn't a pure hue blue so it isn't really good for greenscreening. I'm using Sony Vega and I just learned how to do the chroma keying. I just need to figure out a way to get a pure hue background.
Thanks for any assist you can give.
Man I love demo creating, hehe =D.
EF, there is a way to change the sky color to whatever you like, but we're not allowed to discuss it here because it involves altering CoX files and is therefore considered a "hack". Sorry...
I guess i never tried it before, but I noticed the "destroyable" items in a mayhem dont show up in the demo playback. They are in the demofile bu they just dont appear on the screen.
Anyone else see this and have a fix?
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Custom weapons.... fixed!
Weird timing problems.... fixed!
Knockback... fixed! (Well, almost, there's still a slight oddness when models switch to/from ragdoll, but it's WAY better than before.)
The rest of the issues are still broken - at least as of last week.
The timing issues seem to have been fixed by adding a number to the end of the MOV commands. That will likely confuse my demo edit program. I still have to experiment with it to figure out what the numbers do. (Unfortunately, that means not running the ITF, which is difficult for me. )
Oh, and Scuzzbopper, check out Roman_Sybil_01 through 4.
P.S. The fixes only show up in NEW demos. Old demos are still messed up.