It seems all the message spam output is located in a sequential chunk.
So if you wanted to remove any hint of xp and level completion text in the UI
find the first instance of "Messages", select all the way down to the closing
bracket of the last instance of "Messages" and replace the whole thing with this
Messages
{
}
fovy should be the command following the Messages chunk.
Here are some relevant demo editing console commands to be usedwhile you are
in the -demoplay interface. Open the editor console by hitting the tilde ~ key.
demo_pausePlayback
Pause playback for a currently playing demo.
demo_playPlayback
Resume playback at normal speed for a currently playing demo.
demo_record
Start recording a demo, save it into FILE.
The demo will be saved in the demos/ data folder, as FILE.demo.
Note that not all events are saved into the demo, but most are.
The demo will be saved into the filename previously specified.
demo_record_cutscene
Set off a cutscene and then start recording.
demo_record_stop
Stop recording any demos started earlier with DEMO-RECORD.
demo_restart
Restart a currently playing demo.
Playback will start up back at the beginning of the demo.
demo_slowPlayback
Slow playback for a currently playing demo.
Subsequent presses will slow down the demo playback more and more.
DemoResultsFileName
filename into which to write demo results
This is used by demo recording and testing scripts.
QuitOnDemoCompletion
if true, quit when the demo playback completes
demo_test_batch No comment provided, expects a string argument demo_update_batch No comment provided, expects a string argument
options
Opens the options window, change your video settings here
ExportLocalCharacter toPath
This command will save the current entityplayer to the local disk.
This command will not save SERVER_ONLY data and should not be used for reconstructing the character.
You may optionally pass "OVERWRITE" as a second parameter to overwrite existing saved files.
OpenUrlCmdURL
launches your web browser at the URL provided and puts it on top of the editor
SaveCostumeToFile
Saves the current character costume to text file "C:\SavedCostume.costume"
Not sure how you can use that, I'm looking for ways to import into the demo file
and change things while its being edited.
DumpCommandsForAutoComplete
Outputs a list of console commands to textfile "C:\ChatAutoCompleteSrc.def"
In case you want to help finds the ones that do useful stuff.
ExportCmds
Export a list of all commands, with some useful descriptions to "C:\cmdlist.txt"
Ok lets talk about that front end, I'm not as smart as you look.
But first take a note that the number of lines containing relativeCameraViews in a demo file
is the number of frames that you'll get when you use -demo_movie_save
The resulting effects on the camera from the data in those tables is what will be rendered to image files.
I have file where an orbiting camera takes 15 seconds to complete an orbit, but it doesn't render to images.
Pasteing the relativeCameraViews from another file gave me 1079 frames of ... mostly feet. There's work to do.
Let the demo player worry about the camera paths. You won't have to bother with manipulating those by hand as the ui in the player takes care of that markup for you.
Hiya. Random fun fact for free camera manipulation without using pathing: you can use Camera. as a prefix, then press [Tab] to cycle through the various demo tool camera commands. Camera.maxspeed <#> for example, lets you adjust the maximum speed of the camera. There's also a command for removing camera acceleration, which is how I got some of the smooth panning in The Owl's video without pathing.
Hiya. Random fun fact for free camera manipulation without using pathing: you can use Camera. as a prefix, then press [Tab] to cycle through the various demo tool camera commands. Camera.maxspeed <#> for example, lets you adjust the maximum speed of the camera. There's also a command for removing camera acceleration, which is how I got some of the smooth panning in The Owl's video without pathing.
Nice! I usually got that effect during post editing but this will save on time. Thanks!
Trying to figure out how to make a front end but running into problems
launching the GameClient.exe from a murgaLua instanced outside of the Live directory.
-- set up and focus the Live path via system command line
Q='"'
COPath="C:/Program Files (x86)/Cryptic Studios/Champions Online/Live"
cdString = "cd "..Q..COPath..Q
cd = os.execute(cdString)
-- set up and launch the gameclient.exe with the chosen demo file
COExe = Q..COPath.."/GameClient.exe"..Q
CODemo="v10b.demo"
demoplay= COExe.." -demoplay "..CODemo
doDemo=os.execute(demoplay)
If I launch murgaLua or plain old Lua from inside the Live directory and run this script
everything launches perfectly. However if I run it from anywhere outside (like end users
would want to do after a download), then the gameclient launches, gets to
GameDataDirs:
*.
and exits with a dialog
Unable to find required game data files. If this Problem persists reinstalling the application may fix the situation
It seems like the path gets confused by the OS or the GameClient.exe even
though we've already change the directory and are launching the program from
a very specific path that contains all the data files.
The video trailer team over at PWE produced two demo_record traning videos that
cover the basics of making a demo and editng some interesting camera paths
as well as a how to script for great output.
Is there a way of going forward or backward a frame at a time? While setting up angles for screenshots I often want to just adjust where I am in the action a tiny bit, but of course as soon as I press play it resumes at full speed and the moment is lost and I have to start from the beginning again to try and get the right angle.
Alternatively, is it possible to have the play button resume at the same speed I was last at?
Also, is there another hotkey for play/pause? Enter doesn't work at all and space stops working using freecam.
Is there a way of going forward or backward a frame at a time? While setting up angles for screenshots I often want to just adjust where I am in the action a tiny bit, but of course as soon as I press play it resumes at full speed and the moment is lost and I have to start from the beginning again to try and get the right angle.
Alternatively, is it possible to have the play button resume at the same speed I was last at?
Also, is there another hotkey for play/pause? Enter doesn't work at all and space stops working using freecam.
You can't play backwards, unfortunately. I am looking into the others.
Keybinds seem to be character specific and not for the editor itself.
I even tried executing a text file but that didn't do anything.
The best you can get for slowing playback is arrow left two or three times.
Type bind_print to see a list of the program's binds, use PageUp to see more of the list.
I've noticed there are no dialogue bubbles when playing back the demo. I also noticed there are a lot of little messages at the bottom when npcs would say something that read along the lines of "EntMessageSay' 'Hey! Over here'" or something along those lines. I'm still messing with the options to see if I can make word bubbles pop up, but does anyone else already know how to do this?
Update: Brou told me no go
Going to tinker if there is a way to create NEW bubbles with either console or manually editing it.
Any notes for manipulating an entity to change individual costume bits, animations, and whether or not we can attach weapons to them? Say I do nothing in the recorded demo, how would one go about changing an animation and attaching weapons if they were never used?
Not too worried about making a video, but a screenshot could be nice to change up.
I've been procrastinating on exactly this problem for Demolisher.
Basically in the text file that is the demo file you can extract the whole section that is a character and then copy/paste that character where another should be.
So in theory it should be possible to fiddle with the text of the character and insert some items where you want them.
Costume item names can be found in the manifest text file:
I think, once Entities are defined in the .demo file, then you can replace the Reference ID in updates with ID numbers to replace Hero A with Hero B. Hmm well no that totally crashed the .demo file, dont' do that.
I've updated Demolisher to extract the createdEnts as they are called in the demo file.
But I haven't set it up to replace one character in a demo with another character.
I hacked into STODemoLauncher source and got it to find and run CO, but the costume editing feature is not working and I'm not savvy enough in C# and that source code to know why, at least not just at a quick glance.
I'll try to get my own costume replacing thing up by the morning.
** EDIT - Twenty to Four in the morning. Time to hit the bed. I'm beat. Slow progress has been made.
Perhaps not emotes. I'm looking for a way to give characters weapons they don't actually have or use, like say forcing a character into a stance where they're firing a rifle or holding a rocket launcher the way they do in the tailor, but have never actually done that in the recording. Would make for excellent screencapping.
Not sure if this is worth making a new thread over but....
Does anyone have a list of known animations usable with animbits that are not already known from in game? I have seen videos where people play animations not available in game, but I haven't seen a list of known animations. Having one would be very helpful.
Not sure if this is worth making a new thread over but....
Does anyone have a list of known animations usable with animbits that are not already known from in game? I have seen videos where people play animations not available in game, but I haven't seen a list of known animations. Having one would be very helpful.
I'm still checking to see if such a list is allowed.
Check these two out in the meantime(look at what's happening at the top of the video)
They are tutorials available on youtube, although most will be for Star Trek Online. However, the demo recorder is the same, although I do not know if the animation names and commands are. The camera, paths, and all that are the same though.
Comments
So if you wanted to remove any hint of xp and level completion text in the UI
find the first instance of "Messages", select all the way down to the closing
bracket of the last instance of "Messages" and replace the whole thing with this
fovy should be the command following the Messages chunk.
in the -demoplay interface. Open the editor console by hitting the tilde ~ key.
demo_pausePlayback
Pause playback for a currently playing demo.
demo_playPlayback
Resume playback at normal speed for a currently playing demo.
demo_record
Start recording a demo, save it into FILE.
The demo will be saved in the demos/ data folder, as FILE.demo.
Note that not all events are saved into the demo, but most are.
The demo will be saved into the filename previously specified.
demo_record_cutscene
Set off a cutscene and then start recording.
demo_record_stop
Stop recording any demos started earlier with DEMO-RECORD.
demo_restart
Restart a currently playing demo.
Playback will start up back at the beginning of the demo.
demo_slowPlayback
Slow playback for a currently playing demo.
Subsequent presses will slow down the demo playback more and more.
DemoResultsFileName
filename into which to write demo results
This is used by demo recording and testing scripts.
QuitOnDemoCompletion
if true, quit when the demo playback completes
demo_test_batch No comment provided, expects a string argument
demo_update_batch No comment provided, expects a string argument
options
Opens the options window, change your video settings here
ExportLocalCharacter toPath
This command will save the current entityplayer to the local disk.
This command will not save SERVER_ONLY data and should not be used for reconstructing the character.
You may optionally pass "OVERWRITE" as a second parameter to overwrite existing saved files.
OpenUrlCmd URL
launches your web browser at the URL provided and puts it on top of the editor
SaveCostumeToFile
Saves the current character costume to text file "C:\SavedCostume.costume"
Not sure how you can use that, I'm looking for ways to import into the demo file
and change things while its being edited.
DumpCommandsForAutoComplete
Outputs a list of console commands to textfile "C:\ChatAutoCompleteSrc.def"
In case you want to help finds the ones that do useful stuff.
ExportCmds
Export a list of all commands, with some useful descriptions to "C:\cmdlist.txt"
You can go to the live or playtest folders in command prompt and type:
Gameclient.exe -demoplay <name of demo goes here>
You can make a batchfile to deliver you to the live folder and place it in your user directory if your commandline dumps you there.
If someone wishes to make a front-end that will do this, it would be very useful.
But first take a note that the number of lines containing relativeCameraViews in a demo file
is the number of frames that you'll get when you use -demo_movie_save
The resulting effects on the camera from the data in those tables is what will be rendered to image files.
I have file where an orbiting camera takes 15 seconds to complete an orbit, but it doesn't render to images.
Pasteing the relativeCameraViews from another file gave me 1079 frames of ... mostly feet. There's work to do.
1. what you get from playing the game and recording
2. what you get from setting up paths in the cutscene editor.
If I record and orbit a character manually, the playback can get strange.
Manual Orbit playback error video
Note how the camera keeps getting shoved to the pivot point.
It should be mostly above and about 10 or more feet from the character.
Here is two orbit type camera paths in the editor at normal speed, screen captured.
[SIGPIC][/SIGPIC]
Primus Database: Bronx
Primus Database: Brogan
Nice! I usually got that effect during post editing but this will save on time. Thanks!
*Custom Avatars*
launching the GameClient.exe from a murgaLua instanced outside of the Live directory.
If I launch murgaLua or plain old Lua from inside the Live directory and run this script
everything launches perfectly. However if I run it from anywhere outside (like end users
would want to do after a download), then the gameclient launches, gets to and exits with a dialog
It seems like the path gets confused by the OS or the GameClient.exe even
though we've already change the directory and are launching the program from
a very specific path that contains all the data files.
Any ideas?
I found some video tutorials for demo_record from STO.
Soriedem's Demo Record Tutorial - Introduction
Soriedem's STO Demo Record Tutorial 2 - Easy Path & Points
Soriedem's Demo Record Tutorial 3 - From Demo to Trailer
Soriedem's STO DemoRecord Tutorial - Controls & Camera Movement
Soriedem's Unholy Alliances I - Slave Action Trailer
Quality stuff, should be helpful.
I want to take a new approach. Every time I display a demo on youtube, I will also link to a downloadable demo file that you can dissect.
Today, I published The Great Race, a trailer that shows off Shadow Entity, Watch Entity, Easy Path, Lookaround, and Orbit.
You can view it and access the demo file here.
Launch all your favorite demo files from one easy GUI.
Sweet.
cover the basics of making a demo and editng some interesting camera paths
as well as a how to script for great output.
The Thread over at Neverwinter forums
The videos:
part 1: http://www.twitch.tv/perfectworld_community/b/442815150
part 2: http://www.twitch.tv/perfectworld_community/b/442827553
Does this happen with every demo you have?
Have you tried recording a new one?
Do you have dropbox? I would like the demo file.
Alternatively, is it possible to have the play button resume at the same speed I was last at?
Also, is there another hotkey for play/pause? Enter doesn't work at all and space stops working using freecam.
You can't play backwards, unfortunately. I am looking into the others.
Additional update: It would be useful to know how to move things in real time. Here are some basic commands.
Demorecord.
To make the salute happen: Pause at right moment, freecam(F2), entity to camera position(R).
For fine adjustment of position:
(x = side to side movement
y = up/down
z = back/forth
)
(rotate about feet)
(x = front/back
y = turn left/right
z = shoulder to shoulder)
Aha. Thanks Brou! Only I'm having trouble setting keybinds in the demo player. I assumed would work, but no. Is there a knack I'm missing?
I even tried executing a text file but that didn't do anything.
The best you can get for slowing playback is arrow left two or three times.
Type bind_print to see a list of the program's binds, use PageUp to see more of the list.
Update: Brou told me no go
Going to tinker if there is a way to create NEW bubbles with either console or manually editing it.
Not too worried about making a video, but a screenshot could be nice to change up.
And I will always be @DZPlayer122.
Get the Forums Enhancement Extension!
Basically in the text file that is the demo file you can extract the whole section that is a character and then copy/paste that character where another should be.
So in theory it should be possible to fiddle with the text of the character and insert some items where you want them.
Costume item names can be found in the manifest text file:
"C:\Program Files (x86)\Cryptic Studios\Champions Online\Live\FightclubClient.manifest"
Or where ever your CO is installed.
I think, once Entities are defined in the .demo file, then you can replace the Reference ID in updates with ID numbers to replace Hero A with Hero B. Hmm well no that totally crashed the .demo file, dont' do that.
I've updated Demolisher to extract the createdEnts as they are called in the demo file.
But I haven't set it up to replace one character in a demo with another character.
I hacked into STODemoLauncher source and got it to find and run CO, but the costume editing feature is not working and I'm not savvy enough in C# and that source code to know why, at least not just at a quick glance.
I'll try to get my own costume replacing thing up by the morning.
** EDIT - Twenty to Four in the morning. Time to hit the bed. I'm beat. Slow progress has been made.
What was the other thing you asked?
Animation?
Here bookmark this post
Perhaps not emotes. I'm looking for a way to give characters weapons they don't actually have or use, like say forcing a character into a stance where they're firing a rifle or holding a rocket launcher the way they do in the tailor, but have never actually done that in the recording. Would make for excellent screencapping.
And I will always be @DZPlayer122.
Get the Forums Enhancement Extension!
Does anyone have a list of known animations usable with animbits that are not already known from in game? I have seen videos where people play animations not available in game, but I haven't seen a list of known animations. Having one would be very helpful.
Check these two out in the meantime(look at what's happening at the top of the video)
https://www.youtube.com/watch?v=Rn6aqfA7MvQ
This is a big journey, so far if you're reading this, wish you a good day
You want setcampyr
This setting will not stick if you intend to use paths.
Also Demolisher is some kind of demo editing program (open source). I haven't tried this program yet, all I can say is it might be worth the look.
Raging Princess Blaze + Model 286 + Red Inferno + Burgundy Beetle