Re: [hlds] Demo - MPEG
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.362 / Virus Database: 267.13.5/178 - Release Date: 22/11/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Demo - MPEG
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Demo - MPEG
-- [ 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL query list
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.362 / Virus Database: 267.13.7/180 - Release Date: 11/23/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach! Mehr Infos unter http://freemail.web.de/home/landingpad/?mc=021131 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Demo - MPEG
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL query list
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach! Mehr Infos unter http://freemail.web.de/home/landingpad/?mc=021131 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.362 / Virus Database: 267.13.7/180 - Release Date: 11/23/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds