Re: [hlds] Demo - MPEG

2005-11-24 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
I'm struggling to comprehend how that while rendering real time on screen,
your computer may not be able to render at 60 fps, yet it is able to produce
TGA files without fail 60 times a second as well as render a scene on your
monitor. How is it able to do this? Are the TGA files of a very low
resolution?

Dan

On 23/11/05, Mike Beane [EMAIL PROTECTED] wrote:

 Below is a copy of a post I made on the CoFR forums back on Nov 28, 04.
 If you have problems viewing the steampowered page, just go look at any
 thread there and replace the last numbers with 190434

 I have done this under HL2 and DoD:S and haven't bothered with anything
 else since the initial test with DoD:S a few months ago.  When I tested
 it last year with CS1.6, it did not work, so I believe this had not been
 implemented within the HL1 engine (nor do I expect it to be).

 Nice feature IMHO.  I forget the cvars, but there are a few in the
 console to set export codecs, but I always get a game crash when I try
 to let the engine do both render and compression.  Easier to use vdub
 and avoid all of that.

 Good luck,
 Mike

 ---

 Found this on the Steam Forums:

 http://www.steampowered.com/forums/showthread.php?s=threadid=190434
 http://www.steampowered.com/forums/showthread.php?s=threadid=190434

 *Quote:*


 bind F10 host_framerate 60; startmovie temp
 bind F11 host_framerate 30; startmovie temp
 bind F12 endmovie

 pressing f10 / f11 during the movie will render .tga files to your
 halflife directory at a constant framerate of 30 / 60 fps (you can
 adjust them to values u want)

 you can then convert them into avis with virtualdub
 www.virtualdub.net http://www.virtualdub.net

 and dont be afraid
 turn on every graphic gimmic you can ... anti aliasing, anisotropy
 filter .. reflections ... everything
 the frames will always get rendered constant at the specified framerate.
 though rendering can take up to 3x realtime, because of the hd traffic
 and the high visual settings



 It seems to work pretty well. I did one quick test with 30fps and used
 vdub to shrink it down.
 http://mysite.verizon.net/vzeed7gg/HL2vidtest.avi
 After looking at it for a bit, I think the best approach is to create a
 .dem file while you're playing the game as normal, and then later on,
 load the dem demo and turn on the output. Be ready to chew up some hard
 drive space, each .tga file is 2.25MB. The quick test you see above
 resulted in 300MB of files.

 You'll find the .wav file also, to mux it all back together.  The key is
 to record the demo with performance graphics options and then to export
 it using visual options, put on all of the eye candy and get the most
 out of it.

 James Grimstead wrote:

 Hi Bush
 
 Demo files are nothing more then pure code containing player information
 and
 positional data.  It cannot be converted directly to an avi/mpeg
 etc.  You
 have to first playback the demo and record it while in the game.  A
 couple
 of ways to do it are either using a 3rd party program like FRAPS, or you
 can
 use the ingame system startmovie/endmovie.
 
 James
 
 
 I've been surfing around on the net today, looking for a piece of
 software
 that could make demo files from source games into mpeg files -- or
 atleast
 edit them into an mpeg.
 
 Can anyone hook a hopeless guy out with a link to such software??
 
 
 Bush
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Re: [hlds] Demo - MPEG

2005-11-24 Thread Graham Robinson
I think you will find that it will just take up to a second to make
each frame if you have settings on full and a rubbish computer. It is
not real time, hence why you have to make the demo first.

On 24/11/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I'm struggling to comprehend how that while rendering real time on screen,
 your computer may not be able to render at 60 fps, yet it is able to produce
 TGA files without fail 60 times a second as well as render a scene on your
 monitor. How is it able to do this? Are the TGA files of a very low
 resolution?

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Re: [hlds] Demo - MPEG

2005-11-24 Thread Dan Stevens (IAmAI)
--
[ Picked text/plain from multipart/alternative ]
Ah... I see :P

On 24/11/05, Graham Robinson [EMAIL PROTECTED] wrote:

 I think you will find that it will just take up to a second to make
 each frame if you have settings on full and a rubbish computer. It is
 not real time, hence why you have to make the demo first.

 On 24/11/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I'm struggling to comprehend how that while rendering real time on
 screen,
  your computer may not be able to render at 60 fps, yet it is able to
 produce
  TGA files without fail 60 times a second as well as render a scene on
 your
  monitor. How is it able to do this? Are the TGA files of a very low
  resolution?

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Re: [hlds] Demo - MPEG

2005-11-24 Thread Mike Beane

For some reason I don't see Dan's message and I received Graham's
response first

Graham is correct.  The render is not in real time and to go a step
further, allow yourself both time and alot of hard drive space for the
export rendering depending on how much eye candy you have turned on and
the resolution of the TGA export files as the files will of extremely
high resolution (based on your settings).

Sequence should be:

record demo realtime
play demo realtime
start export of demo to tga/wav rendertime - go get coffee depending on
length of demo
stop export realtime
go to third party application to manipulate the tga/wav


Graham Robinson wrote:


I think you will find that it will just take up to a second to make
each frame if you have settings on full and a rubbish computer. It is
not real time, hence why you have to make the demo first.

On 24/11/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:



--
[ Picked text/plain from multipart/alternative ]
I'm struggling to comprehend how that while rendering real time on screen,
your computer may not be able to render at 60 fps, yet it is able to produce
TGA files without fail 60 times a second as well as render a scene on your
monitor. How is it able to do this? Are the TGA files of a very low
resolution?




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Re: [hlds] HL query list

2005-11-24 Thread Whisper
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Look in the SDK

Or at least I think thats the question you are asking???

On 11/25/05, Saint K. [EMAIL PROTECTED] wrote:

 Hello all,
 Does any one know were i can find a list of query's wich can be used by
 external tools to contact a hl1 based server?

 Thanks,

 Saint K.


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Re: [hlds] HL query list

2005-11-24 Thread Saint K.

Aye that was the question, i never worked with the SKD so i wonderd if some
one knew if such list was posted somewere online.

Cheers,
- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, November 24, 2005 5:14 PM
Subject: Re: [hlds] HL query list



--
[ Picked text/plain from multipart/alternative ]
Look in the SDK

Or at least I think thats the question you are asking???

On 11/25/05, Saint K. [EMAIL PROTECTED] wrote:


Hello all,
Does any one know were i can find a list of query's wich can be used by
external tools to contact a hl1 based server?

Thanks,

Saint K.


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Re: [hlds] HL query list

2005-11-24 Thread rat wanderratte

http://developer.valvesoftware.com/wiki/Source_Server_Queries
Those are for Source and HL1 based games. (HL1 queries were updated to 
compatibility with source Queries)

Also have a look at http://dev.kquery.com/ for the multi packet replies 
explanations.
But this site provides only limited help because it is very outdatet.

mla
hlds@list.valvesoftware.com schrieb am 24.11.05 17:11:41:

 Hello all,
 Does any one know were i can find a list of query's wich can be used by
 external tools to contact a hl1 based server?

 Thanks,

 Saint K.


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RE: [hlds] Demo - MPEG

2005-11-24 Thread James Tucker
Um, can I suggest Fraps as a good alternative...

Fraps will encode live OpenGL and DirectX layers into video streams using a 
range of codecs. It will also handle the
audio for you.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Beane
 Sent: 24 November 2005 10:48
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Demo - MPEG

 For some reason I don't see Dan's message and I received
 Graham's response first

 Graham is correct.  The render is not in real time and to go
 a step further, allow yourself both time and alot of hard
 drive space for the export rendering depending on how much
 eye candy you have turned on and the resolution of the TGA
 export files as the files will of extremely high resolution
 (based on your settings).

 Sequence should be:

 record demo realtime
 play demo realtime
 start export of demo to tga/wav rendertime - go get coffee
 depending on length of demo stop export realtime go to
 third party application to manipulate the tga/wav


 Graham Robinson wrote:

 I think you will find that it will just take up to a second to make
 each frame if you have settings on full and a rubbish
 computer. It is
 not real time, hence why you have to make the demo first.
 
 On 24/11/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
 
 
 --
 [ Picked text/plain from multipart/alternative ] I'm struggling to
 comprehend how that while rendering real time on screen,
 your computer
 may not be able to render at 60 fps, yet it is able to produce TGA
 files without fail 60 times a second as well as render a
 scene on your
 monitor. How is it able to do this? Are the TGA files of a very low
 resolution?
 


 --
 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.1.362 / Virus Database: 267.13.6/179 - Release
 Date: 11/23/2005


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 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
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Re: [hlds] HL query list

2005-11-24 Thread Saint K.

Yay exactly what i was looking for!
Thanks alot!

Saint K.
- Original Message -
From: rat wanderratte [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, November 24, 2005 8:58 PM
Subject: Re: [hlds] HL query list



http://developer.valvesoftware.com/wiki/Source_Server_Queries
Those are for Source and HL1 based games. (HL1 queries were updated to
compatibility with source Queries)

Also have a look at http://dev.kquery.com/ for the multi packet replies
explanations.
But this site provides only limited help because it is very outdatet.

mla
hlds@list.valvesoftware.com schrieb am 24.11.05 17:11:41:


Hello all,
Does any one know were i can find a list of query's wich can be used by
external tools to contact a hl1 based server?

Thanks,

Saint K.


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