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Demo Recorder UI interface

deohnoehdeohnoeh Member, Neverwinter Beta Users Posts: 0 Arc User
edited March 2013 in Art and Fiction
It would be a whole world of useful if you could use the demo recorder from the UI.. It would be easy to document and send bugs... I myself am not pro-efficient with code and I cant always say if it worked or i made a typo... If you could add a button in the bug reporter even that would be 1000 times more useful and quicker for me to use. :)
Post edited by deohnoeh on

Comments

  • ryger5ryger5 Member Posts: 0 Arc User
    edited March 2013
    The thing about demorecorder is it is very much an "as is" product. It actually has a few bugs and isn't the most user-friendly thing in the world. So I think Cryptic likes to be fairly low key about it and avoid as much as possible, any kind of support for the tool.

    It's really a crude debugging tool, that they just let the fans use as well.
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  • kwsapphirekwsapphire Member, NW M9 Playtest Posts: 671 Arc User
    edited March 2013
    It would be neat if it were added as a part of the UI, but I am going to have to echo ryger5 here. City of Heroes (developed by cryptic, who then sold its half to NCsoft - the game lasted a total of 8.5 years) had a somewhat-buggy demorecord slash command that was never part of the UI. A lot of the bugs in demorecord were, unfortunately, only fixed right before the game's sunset. It still wasn't added as a UI element, but it finally recorded ambient sound. Thankfully the game has continued to have something of a life thanks to demo-editing. The recorded file is actually just an enormous text file, which can be edited and then played back.

    I have NO idea how closely the demofiles from NW will compare to CoH, but if you'd like an understanding of demofiles and demoediting in general, Paragon Wiki has a lot of great information as it applied to CoH.
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  • deohnoehdeohnoeh Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    I dont mind it not being their for the final release but it would be mighty useful in the beta to report bugs... and quicker too!
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited March 2013
    I just wish I could figure out how to pan (left and right) the detached camera.
  • someguywhoplaysgamessomeguywhoplaysgames Member Posts: 1,546 Arc User
    edited March 2013
    A path on the timeline, or just doing a pan?

    A simple pan done by hand is the strafing keys on your keyboard.

    A path is made by clicking New Path>Easy Path, then clicking Add Point on the right bar while you are at the points you want the camera to be.

    Translate and rotate camera keyframes to taste.
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  • vrasaajvrasaaj Member Posts: 0 Arc User
    edited March 2013
    One of the STO players, Soriedem, made a few tutorial videos on the demo tool. Here's the one on camera pathing using EasyPath: http://youtu.be/YOAyX4yh01w

    I've gotten pretty good with EasyPath and I've done a few OrbitPaths to varying degrees of success so far.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited March 2013
    A path on the timeline, or just doing a pan?

    A simple pan done by hand is the strafing keys on your keyboard.

    A path is made by clicking New Path>Easy Path, then clicking Add Point on the right bar while you are at the points you want the camera to be.

    Translate and rotate camera keyframes to taste.

    Nonono... LOL - Strafing keys will "crab" (slide sideways without turning the view" a "pan" is where the camera pivots and turns the view. So: a crab is moving sideways while camera is pointed north and stays pointed north while moving sideways. An pan will be the camera pointed north turns leftward to point west. THAT is what I can;t figure out how to do. The problem I face is when I detach the camera it remains points in the same direction no matter which direction or where I move it. :(

    I can't create a "rotated" keyframe if I can't "rotate" the camera ...either "tilt" (up and down) or "pan" (left and right) to set camera angle before setting keyframe.

    Does anyone know the keyboard keys or mouse trick to do this? I just want to change the direction the camera is pointing after I detach it. If I'm walking north, stop animation, detach camera, camera is always facing north no matter how I move it. What I want is to move it behind hostile NPC and turn it around for over-the-shoulder on the NPC looking back at my character kicking his butt. :)

    I admit I have tried this without creating a path. Is a path required before you can tilt or pan the camera?
  • someguywhoplaysgamessomeguywhoplaysgames Member Posts: 1,546 Arc User
    edited March 2013
    Nonono... LOL - Strafing keys will "crab" (slide sideways without turning the view" a "pan" is where the camera pivots and turns the view. So: a crab is moving sideways while camera is pointed north and stays pointed north while moving sideways. An pan will be the camera pointed north turns leftward to point west. THAT is what I can;t figure out how to do. The problem I face is when I detach the camera it remains points in the same direction no matter which direction or where I move it. :(

    I can't create a "rotated" keyframe if I can't "rotate" the camera ...either "tilt" (up and down) or "pan" (left and right) to set camera angle before setting keyframe.

    Does anyone know the keyboard keys or mouse trick to do this? I just want to change the direction the camera is pointing after I detach it. If I'm walking north, stop animation, detach camera, camera is always facing north no matter how I move it. What I want is to move it behind hostile NPC and turn it around for over-the-shoulder on the NPC looking back at my character kicking his butt. :)

    I admit I have tried this without creating a path. Is a path required before you can tilt or pan the camera?

    Click new path > Watch Entity. On the sidebar, click Set Target and click on the entity you are watching. Now when the camera moves from one position to another, it must stare at the target entity. This also applies to just the entity moving with no camera path keys. Remember to click save.

    Also, to move the camera in the first place after pressing F2, it's just your typical FPS movement with flight. You ARE the camera in every situation while in the demo editor.
    zX1y498.png
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited March 2013
    Click new path > Watch Entity. On the sidebar, click Set Target and click on the entity you are watching. Now when the camera moves from one position to another, it must stare at the target entity. This also applies to just the entity moving with no camera path keys. Remember to click save.

    Also, to move the camera in the first place after pressing F2, it's just your typical FPS movement with flight. You ARE the camera in every situation while in the demo editor.

    Ahah! This is most helpful - THANK YOU! :)

    Always understood (your) paragraph two. But paragraph one is the missing link for me. :)
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