1. Post #161
    Reimu's Avatar
    July 2010
    4,720 Posts
    I may give it a shot later. However, both the Source TV and regular demo system have the same issue, so I don't know for certain. DOTA 2 IS getting a new replay system in one of the upcoming updates, however, so it's best if I just put any renders on hold until later.

  2. Post #162
    I may give it a shot later. However, both the Source TV and regular demo system have the same issue, so I don't know for certain. DOTA 2 IS getting a new replay system in one of the upcoming updates, however, so it's best if I just put any renders on hold until later.
    Its definitely worth contacting the engine net code handler at VALVe, I may later, but you should for your special case as well.

  3. Post #163
    cardboardtheory's Avatar
    September 2011
    687 Posts
    Well I have given up on getting it to work for L4D2, it wouldn’t be useful anyways. However if it doesn’t work for GMod I will cut my right arm off and set it ablaze for being stupid enough to fail 3000 times

  4. Post #164
    WindPower's Avatar
    January 2010
    121 Posts
    Well I have given up on getting it to work for L4D2, it wouldn’t be useful anyways. However if it doesn’t work for GMod I will cut my right arm off and set it ablaze for being stupid enough to 3000 times
    I'm sorry >: At this point, I don't really know what else to tell you (besides to try it on another computer).

    MaxOfS2D has had success using Gmod with it, as shown on the first page of this thread, so it definitely is possible.
    (And if all else fails, you can still use good old Source Recorder)
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  5. Post #165
    cardboardtheory's Avatar
    September 2011
    687 Posts
    No, it's not your problem. I am at fault, after all its worked several times for others.
    Anyways, somewhat the same issue.

    ] host_framerate 1500
    ] startmovie srcdemo/name_
    Started recording movie, frames will record after console is cleared...
    ] playdemo name
    Browser Message: Uncaught ReferenceError: SetStatusChanged is not defined - :0Playing demo from name.dem.
    Lua initialized (Lua 5.1)
    > SharpeYe is in normal mode. Now querying Version.
    Registering gamemode 'sandbox' derived from 'base'
    Sending 268 'User Info' ConVars to server (cl_spewuserinfoconvars to see)
    Scanning for downloaded fonts..
    Could not find table "downloadables"
    Could not find table "modelprecache"
    Could not find table "genericprecache"
    Could not find table "soundprecache"
    Could not find table "decalprecache"
    Could not find table "instancebaseline"
    Could not find table "lightstyles"
    Could not find table "userinfo"
    Could not find table "DynamicModels"
    Could not find table "server_query_info"
    Could not find table "ParticleEffectNames"
    Could not find table "EffectDispatch"
    Could not find table "VguiScreen"
    Could not find table "Materials"
    Could not find table "InfoPanel"
    Could not find table "Scenes"
    Could not find table "ServerMapCycle"
    Could not find table "GameRulesCreation"
    Could not find table "OgfGiyegPNbFOf"
    Could not find table "pfhremThHuasw"
    Could not find table "FiifuvFjTSoiLjgH"
    Redownloading all lightmaps
    Couldn't write movie snapshot to file srcdemo/name_0000.tga.

    If Dokan is doing something wrong, srcdemo will tell you, right? Should be the same with Java, if they don't work the thing just won't run. If it just won't mount...
    I've tried running it in admin mode, everything...if what I entered in the console is correct, and this:

    is correct, I guess it's time to call it a day.
    However, judging by other's videos, the program is excellent! If it can't be solved, thanks for your effort anyways.

  6. Post #166
    WindPower's Avatar
    January 2010
    121 Posts
    No, it's not your problem. I am at fault, after all its worked several times for others.
    Anyways, somewhat the same issue.

    ] host_framerate 1500
    ] startmovie srcdemo/name_
    Started recording movie, frames will record after console is cleared...
    ] playdemo name
    Browser Message: Uncaught ReferenceError: SetStatusChanged is not defined - :0Playing demo from name.dem.
    Lua initialized (Lua 5.1)
    > SharpeYe is in normal mode. Now querying Version.
    Registering gamemode 'sandbox' derived from 'base'
    Sending 268 'User Info' ConVars to server (cl_spewuserinfoconvars to see)
    Scanning for downloaded fonts..
    Could not find table "downloadables"
    Could not find table "modelprecache"
    Could not find table "genericprecache"
    Could not find table "soundprecache"
    Could not find table "decalprecache"
    Could not find table "instancebaseline"
    Could not find table "lightstyles"
    Could not find table "userinfo"
    Could not find table "DynamicModels"
    Could not find table "server_query_info"
    Could not find table "ParticleEffectNames"
    Could not find table "EffectDispatch"
    Could not find table "VguiScreen"
    Could not find table "Materials"
    Could not find table "InfoPanel"
    Could not find table "Scenes"
    Could not find table "ServerMapCycle"
    Could not find table "GameRulesCreation"
    Could not find table "OgfGiyegPNbFOf"
    Could not find table "pfhremThHuasw"
    Could not find table "FiifuvFjTSoiLjgH"
    Redownloading all lightmaps
    Couldn't write movie snapshot to file srcdemo/name_0000.tga.

    If Dokan is doing something wrong, srcdemo will tell you, right? Should be the same with Java, if they don't work the thing just won't run. If it just won't mount...
    I've tried running it in admin mode, everything...if what I entered in the console is correct, and this:

    is correct, I guess it's time to call it a day.
    However, judging by other's videos, the program is excellent! If it can't be solved, thanks for your effort anyways.
    Well it says "garrysmod\New folder" in that screenshot, so the command would be "startmovie "New folder/name_"", not "startmovie srcdemo/name_". Other than that, it looks all correct.
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  7. Post #167
    cardboardtheory's Avatar
    September 2011
    687 Posts
    Well I found some interesting info about the error on the TF2 wiki:

    Saving a replay movie with the TGA/WAV option only saves the .tga image sequence. The audio stream does not save as the game appears to have problems creating the .wav file:

    WaveFixupTmpFile( '.mytempwave.WAV' ) failed to open file for editing

    Would this be any help in finding a fix?

  8. Post #168
    WindPower's Avatar
    January 2010
    121 Posts
    Well I found some interesting info about the error on the TF2 wiki:

    Saving a replay movie with the TGA/WAV option only saves the .tga image sequence. The audio stream does not save as the game appears to have problems creating the .wav file:

    WaveFixupTmpFile( '.mytempwave.WAV' ) failed to open file for editing

    Would this be any help in finding a fix?
    This only applies to the TF2 replay system; regular Source engine demos should work fine.
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  9. Post #169
    cardboardtheory's Avatar
    September 2011
    687 Posts
    And this from SPUF:

    I found a way to make it so you can record tga files with a wav file instead of just getting the raw file.
    instead of just typing "startmovie aa h264", add this to the line so it reads:
    startmovie aa h264 tga wav
    it will give you the tga files and the wav file like it normally would.
    a workaround that took me the whole of a few minutes to figure out..

    I'm going to try it except with srcdemo. Hopefully it'll turn out okay :p
    automerge arrghhh

    Oh shit. Just found this on the SPUF thread. Does it have to be garrysmod/garrysmod/srcdemo?

  10. Post #170
    Gold Member
    Game Zombie's Avatar
    December 2009
    2,142 Posts
    Didn't you just have to create a file called mytempwave.wav in the tf2 folder to fix that?

  11. Post #171
    cardboardtheory's Avatar
    September 2011
    687 Posts
    Oh my god I got it to work
    WindPower, you are the best. This program is fabulous.
    Also you might want to note in the OP that the srcdemo folder should be placed in the game folder inside of the game folder, that is gamename/gamename. Great work. Thanks for your continued help.
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  12. Post #172

    February 2012
    11 Posts
    Hi, I've been using srcdemo2 on L4D2 and thought I'd share some helpful hints.

    If you're recording new footage, and have a Sourcemod-enabled server or local client, you can set nb_update_frequency 0 to force AI-controlled infected to update every tick instead of every third tick. This can help the smoothness in playback of the demo. Note that this can't be done for existing demos--you have to set nb_update_frequency 0 when you're making the demo.

    If you're just trying to record certain scenes or something and not live gameplay, you can use a Tickrate Enabler to enable the -tickrate command line option, and get a 100 tick server/local client to use for recording. However, this breaks boomer vomit range and a number of other pieces of gameplay, so it's not recommended for any actual gameplay.

    Now I have a question which may or may not be off topic. I like to use the demoui's editor to set ChangePlayBackRate events in my video, which I normally use when recording with fraps or dxtory. However, when host_framerate is nonzero, these values don't get used :(. Does anyone know a workaround or a way to make these work?

    I also have general instability issues. It seems like dokan crashes sometimes or something, and the game will report "Couldn't write movie snapshot to file srcdemo\myvideo35457.tga.", so my recording ends early :( srcdemo also freezes upon deactivation at this point.
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  13. Post #173
    WindPower's Avatar
    January 2010
    121 Posts
    Hi, I've been using srcdemo2 on L4D2 and thought I'd share some helpful hints.

    If you're recording new footage, and have a Sourcemod-enabled server or local client, you can set nb_update_frequency 0 to force AI-controlled infected to update every tick instead of every third tick. This can help the smoothness in playback of the demo. Note that this can't be done for existing demos--you have to set nb_update_frequency 0 when you're making the demo.

    If you're just trying to record certain scenes or something and not live gameplay, you can use a Tickrate Enabler to enable the -tickrate command line option, and get a 100 tick server/local client to use for recording. However, this breaks boomer vomit range and a number of other pieces of gameplay, so it's not recommended for any actual gameplay.

    Now I have a question which may or may not be off topic. I like to use the demoui's editor to set ChangePlayBackRate events in my video, which I normally use when recording with fraps or dxtory. However, when host_framerate is nonzero, these values don't get used :(. Does anyone know a workaround or a way to make these work?

    I also have general instability issues. It seems like dokan crashes sometimes or something, and the game will report "Couldn't write movie snapshot to file srcdemo\myvideo35457.tga.", so my recording ends early :( srcdemo also freezes upon deactivation at this point.
    Dunno about the non-zero host_framerate, sorry. As for general instability, can't really know what it is without more information than that >: A debug log, or some kind of pattern when it fails (always at a specific frame number for example)

  14. Post #174

    February 2012
    11 Posts
    Dunno about the non-zero host_framerate, sorry. As for general instability, can't really know what it is without more information than that >: A debug log, or some kind of pattern when it fails (always at a specific frame number for example)
    I'll run it in debug mode next time I'm using it, thanks.

    It looks like if I want to change the recording rate in the middle of a record, I'm going to have to figure out timings with wait commands somehow. But even then, the audio isn't going to sync up :( Oh well, worth a shot.

  15. Post #175
    WindPower's Avatar
    January 2010
    121 Posts
    Released a new build today. You can download it from http://code.google.com/p/srcdemo2/downloads/list as usual.
    Changes include:
    - Wrapped Dokan library in order to make non-Windows platforms share the filesystem code
    - Typing "?" as log name in debug mode will guess a proper location for the log file
    - Added some logic in the executable wrapper to attempt unmounting on application start and exit (to prevent Dokan driver BSODs in case of application crash)
    - Changed "shutter angle" explanatory link to Google Code Wiki page
    - Reduced default audio buffer size from 4 megabytes to 1 megabyte
    - Added "(Unstable)" to "Enable preview" checkbox label
    - Made preview picture disabled when the application does not have focus to further mitigate the memory access error in Qt
    - Bundled Apache libraries inside main package instead of external files (makes installation size smaller)
    - Slight performance improvements in non-debug mode
    - Now with 100% more secret stoats

    And I'll just leave this here for now:


    The source code is available here.
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  16. Post #176
    cardboardtheory's Avatar
    September 2011
    687 Posts
    Hi, I've been using srcdemo2 on L4D2 and thought I'd share some helpful hints.

    If you're recording new footage, and have a Sourcemod-enabled server or local client, you can set nb_update_frequency 0 to force AI-controlled infected to update every tick instead of every third tick. This can help the smoothness in playback of the demo. Note that this can't be done for existing demos--you have to set nb_update_frequency 0 when you're making the demo.

    If you're just trying to record certain scenes or something and not live gameplay, you can use a Tickrate Enabler to enable the -tickrate command line option, and get a 100 tick server/local client to use for recording. However, this breaks boomer vomit range and a number of other pieces of gameplay, so it's not recommended for any actual gameplay.

    Now I have a question which may or may not be off topic. I like to use the demoui's editor to set ChangePlayBackRate events in my video, which I normally use when recording with fraps or dxtory. However, when host_framerate is nonzero, these values don't get used :(. Does anyone know a workaround or a way to make these work?

    I also have general instability issues. It seems like dokan crashes sometimes or something, and the game will report "Couldn't write movie snapshot to file srcdemo\myvideo35457.tga.", so my recording ends early :( srcdemo also freezes upon deactivation at this point.
    Pretty awesome, maybe hope for L4D isn't gone for srcdemo!

    Edited:

    There's a problem with the new update, deactivating it will have permission problems if not running under administrator.

  17. Post #177
    WindPower's Avatar
    January 2010
    121 Posts
    Edited:

    There's a problem with the new update, deactivating it will have permission problems if not running under administrator.
    What exactly do you mean? What tells you there's a permission problem, and what does that cause ("problem" is pretty vague)?
    I ask because running as administrator or not running as administrator makes no difference for me.
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  18. Post #178

    February 2012
    11 Posts
    Re: My tga write error issue.

    It looks like perhaps a performance issue from srcdemo2's end.

    When I start recording ( host_framerate 960, 180 deg, blendrate 32, framerate 30 ), I get about 30fps recording speed according to srcdemo2. Good performance. L4D2 uses about 0-4% CPU and 1.1GB of RAM. The java.exe*32 instance for srcdemo uses ~10% CPU and 150MB of RAM or so.

    As the number of recorded frames increases, the performance degrades. After about 20k frames recorded, I'm at an average 15fps recording speed. L4D2's CPU and RAM usage look about the same, but java.exe*32 is now hitting ~18% CPU usage.

    Once I hit about 32k frames recorded, I'm getting less than 10fps recording speed--with an average of 5 or 6 fps. L4D2's process still looks normal, but the java.exe*32 is using 22-25% CPU (maxing one of my cores?) and it's nearly at 350MB of RAM usage.

    Every once in a while from this point, performance will drop to ~1fps for a few frames. When I get unlucky, during one of these severe framerate dips L4D2 will report that it has failed to write a TGA out:

    Couldn't write movie snapshot to file srcdemo2\nirvanacbktank2X37473.tga.
    I did this particular run in debug mode with logging, so I have the relevant logs. Interestingly, it looks like srcdemo2 gets this exact frame that l4d2 complains about.

    Here's the last 50 or so lines of the log where it starts mentioning nirvanacbktank2X37473.tga:
    http://pastie.org/private/b4ufp4o4k8fhp21bqyhgha
    Perhaps the lines about writing the last of the audio buffer are useful.

    And I zipped up the whole log just in case you really want to read an 82MB text file:
    http://l4d2.prodigysim.com/srcdemo2-...2-59-us46j0.7z

    I suppose a good test case to rule out L4D2 being the issue would be to record 37,000 frames with source recorder alone. I guess I could perhaps test that if I wrote some script to delete them as they're made.

    Anyway, if you can read anything into this and figure out the issue, amazing. I'd really like to be able to record more than 30 second segments at once.

  19. Post #179
    WindPower's Avatar
    January 2010
    121 Posts
    Re: My tga write error issue.

    It looks like perhaps a performance issue from srcdemo2's end.

    When I start recording ( host_framerate 960, 180 deg, blendrate 32, framerate 30 ), I get about 30fps recording speed according to srcdemo2. Good performance. L4D2 uses about 0-4% CPU and 1.1GB of RAM. The java.exe*32 instance for srcdemo uses ~10% CPU and 150MB of RAM or so.

    As the number of recorded frames increases, the performance degrades. After about 20k frames recorded, I'm at an average 15fps recording speed. L4D2's CPU and RAM usage look about the same, but java.exe*32 is now hitting ~18% CPU usage.

    Once I hit about 32k frames recorded, I'm getting less than 10fps recording speed--with an average of 5 or 6 fps. L4D2's process still looks normal, but the java.exe*32 is using 22-25% CPU (maxing one of my cores?) and it's nearly at 350MB of RAM usage.

    Every once in a while from this point, performance will drop to ~1fps for a few frames. When I get unlucky, during one of these severe framerate dips L4D2 will report that it has failed to write a TGA out:



    I did this particular run in debug mode with logging, so I have the relevant logs. Interestingly, it looks like srcdemo2 gets this exact frame that l4d2 complains about.

    Here's the last 50 or so lines of the log where it starts mentioning nirvanacbktank2X37473.tga:
    http://pastie.org/private/b4ufp4o4k8fhp21bqyhgha
    Perhaps the lines about writing the last of the audio buffer are useful.

    And I zipped up the whole log just in case you really want to read an 82MB text file:
    http://l4d2.prodigysim.com/srcdemo2-...2-59-us46j0.7z

    I suppose a good test case to rule out L4D2 being the issue would be to record 37,000 frames with source recorder alone. I guess I could perhaps test that if I wrote some script to delete them as they're made.

    Anyway, if you can read anything into this and figure out the issue, amazing. I'd really like to be able to record more than 30 second segments at once.
    Well I have good news for you~ I've been working on an update to fix just that. I am currently attempting to render 15 minute segments of Dear Esther; will release update once I confirm it all works.

    The memory leak problem is still there (that problem is part of the Dokan bindings, not much I can do about it except rewriting the Dokan bindings, which I plan to do eventually) but it lasts much, much longer (right now for me it lasts for about 160,000 game frames, which is about 6 minutes. Should be good enough for most things; not good enough for a whole left 4 dead or TF2 match yet, but certainly easier to work with). Also changed the garbage collection algorithm to run on a separate core so that garbage collection doesn't hinder image blending by using up the same CPU.
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  20. Post #180
    WindPower's Avatar
    January 2010
    121 Posts
    Released a new build today. You can download it from http://code.google.com/p/srcdemo2/downloads/list as usual.
    Changes include:
    - Launcher will now automatically probe the Java installation to check if a server JVM is available, and use that instead if there is. The server JVM takes longer to start but offers better performance. If you've downloaded Java regularly or don't know what this is about, then you probably don't have a server JVM. You can get it by downloading the JDK corresponding to the version of Java you already have installed (most likely version 6, so you would press the "JDK" download button for "Java SE 6 Update 31" at the time of this writing), installing it, then copying "(JDK installation path)\bin\server" to "(JRE installation path)\bin\server". You can then check if it worked by running the command "(JRE installation path)\bin\java -server -version". If it doesn't complain, then you did it right.
    - Force garbage collection to be performed regularly, despite Java supposedly guaranteeing this in the first place
    - Default garbage collection algorithm is now the parallel one, which means it should not impact performance on multicore systems (performance should stay the same as long as the programs runs)
    - Default maximum allowed memory usage increased to 1024 MB
    - Added various default flags to the JVM to reduce memory usage and increase performance further (string cache, compressed strings, lower compilation threshold, smaller default thread stack size, bypass class loader checks)

    As indicated above, this build should last much longer than all previous ones. I hereby shamelessly present the Dear Esther walkthrough I have used as a benchmark for this build (1080p highly recommended, as usual):
    (Full disclosure: This clip is actually the concatenation of 3 separate renders because I started rendering this before all the above changes were made, and I uploaded the result once I had it. I then rendered the next part of the walkthrough (The Buoy, 15 minutes, 450fps) with this build in only 2 parts but have not uploaded it yet. I hope to be able to render the third or fourth part in only one go...)

    The source code is available here.
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  21. Post #181
    Gold Member
    Super Muffin's Avatar
    June 2006
    3,282 Posts
    when I run srcdemo the frames don't seem to exist. The wav saves in my final folder, but there are no frames.

  22. Post #182
    WindPower's Avatar
    January 2010
    121 Posts
    when I run srcdemo the frames don't seem to exist. The wav saves in my final folder, but there are no frames.
    Check for:
    - Is the video mode set to "disabled"?
    - Have you correctly set the blend rate? (If you set it to like 15,000 frames, then you're going to have to wait for 15,000 frames to be rendered before you see just one frame in the output folder)
    - Did you set host_framerate in-game?
    - Did you type "startmovie something/something", and not "startmovie something/something avi"?

    If it's not any of the above, please provide a log file~

  23. Post #183
    Gold Member
    Super Muffin's Avatar
    June 2006
    3,282 Posts
    Check for:
    - Is the video mode set to "disabled"?
    - Have you correctly set the blend rate? (If you set it to like 15,000 frames, then you're going to have to wait for 15,000 frames to be rendered before you see just one frame in the output folder)
    - Did you set host_framerate in-game?
    - Did you type "startmovie something/something", and not "startmovie something/something avi"?

    If it's not any of the above, please provide a log file~
    Blend rate was set to default, framerate was set ingame at 960 as specified. I didn't type avi at the end. I thought avi's were unsupported now?

    e: And now I can't even get it to run.

  24. Post #184
    How did I not see this topic before. I would make videos like this plenty with brute force methods. I made a video in Metastasis at 2,400fps and the recorded files weighed in at 1.35TB. I'm still reading but does this only use a linear blend method or can it do a bell curve?

  25. Post #185
    WindPower's Avatar
    January 2010
    121 Posts
    Blend rate was set to default, framerate was set ingame at 960 as specified. I didn't type avi at the end. I thought avi's were unsupported now?

    e: And now I can't even get it to run.
    Then you'll have to be more specific (log file) or at least describe what you mean. Does that mean the main window doesn't open? Does it mean it won't let you mount the virtual filesystem? Does it mean it doesn't let you capture audio/video? What do you get if you try to run it in debug mode?

    Edited:

    How did I not see this topic before. I would make videos like this plenty with brute force methods. I made a video in Metastasis at 2,400fps and the recorded files weighed in at 1.35TB. I'm still reading but does this only use a linear blend method or can it do a bell curve?
    It does linear blending, but it lets you customize the shutter angle to use when computing the blended image, which may bring it close enough to Bell curve weighing. Otherwise, I could add it~ Not sure if it's really critical (ie makes a visible difference compared to appropriate shutter angle)

  26. Post #186
    I do the "bell curve" blending in vegas with my files. When working with a 360 shutter effectively, it causes the middle frames of the blend to be weighted more. As if you see a linear movement on screen it feel kind of flat. The curve makes it feel like what is happening in the middle of the exposure is showing up more. Hard to explain but in my mind and experience it ends up looking more realistic. if I had the files, I'd show you an example.

    if it's a simple addition I would much enjoy that.

    Also here is the video I did back with brute force recording. 2,400fps. And 1350Gb of files.

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  27. Post #187
    WindPower's Avatar
    January 2010
    121 Posts
    I do the "bell curve" blending in vegas with my files. When working with a 360 shutter effectively, it causes the middle frames of the blend to be weighted more. As if you see a linear movement on screen it feel kind of flat. The curve makes it feel like what is happening in the middle of the exposure is showing up more. Hard to explain but in my mind and experience it ends up looking more realistic. if I had the files, I'd show you an example.

    if it's a simple addition I would much enjoy that.

    Also here is the video I did back with brute force recording. 2,400fps. And 1350Gb of files.

    All done and implemented. Not going to release a new build until I figure out what Super Muffin's problem is first though, so if you want to play with it, you can check out the source or wait for the new build.
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  28. Post #188
    Gold Member
    Super Muffin's Avatar
    June 2006
    3,282 Posts


    Those are my settings.

    I press activate, launch dods, open demo ui and start playing a demo.

    Pause demo:
    host_framerate 960

    I've put in startmovie srcdemo/test_. and startmovie srcdemo/test
    (I'm probably just being an idiot with the commands)

    Press the play button, then close console. When I look at the rendering panel I can see the sound buffering bar working. The frames stay at 0. I type endmovie, then check my final folder and I have only the .wav file.

    e: Don't make everyone else wait because of me! I'm probably just being an idiot!

  29. Post #189
    All done and implemented. Not going to release a new build until I figure out what Super Muffin's problem is first though, so if you want to play with it, you can check out the source or wait for the new build.
    Awesome, that was quick, thanks.

    Edited:

    Also as a complete noob with programming, I have no idea what I'd do with the source anyways.

  30. Post #190
    WindPower's Avatar
    January 2010
    121 Posts


    Those are my settings.

    I press activate, launch dods, open demo ui and start playing a demo.

    Pause demo:
    host_framerate 960

    I've put in startmovie srcdemo/test_. and startmovie srcdemo/test
    (I'm probably just being an idiot with the commands)

    Press the play button, then close console. When I look at the rendering panel I can see the sound buffering bar working. The frames stay at 0. I type endmovie, then check my final folder and I have only the .wav file.

    e: Don't make everyone else wait because of me! I'm probably just being an idiot!
    Someone else reported the same issue in the Steam thread, so it might be a legit bug.
    That screenshot says the output folder you selected is invalid, though... But you probably took care of that in your real test because otherwise you can't click Activate, right? Also, this seems to be running now, otherwise you couldn't have taken this screenshot. What did you change that made it run/what made it not run before?

  31. Post #191

    February 2012
    11 Posts
    Sick performance on these latest builds. I'm using the server installations you recommended (as far as I can tell, anyway).



    And still going! java.exe happily using 1.2GB of RAM for me :P

    I thought I'd share one of my successful L4D2 clips:

    32 x 30 fps @ 180 degrees

    And link to one of my less successful clips: http://www.youtube.com/watch?v=yNwIh6Lytvo

    Unfortunately, L4D2's entity interpolation still fucks up sometimes... Oddly, when I playback the demo at 960fps without activating source recorder, it looks fine. As soon as I tell l4d2 to write TGAs, entities jump all over :(

    Still a great tool. Thanks again!
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  32. Post #192
    WindPower's Avatar
    January 2010
    121 Posts
    Released a new build today. You can download it from http://code.google.com/p/srcdemo2/downloads/list as usual.
    Changes include:
    - Launcher actually checks if the command-line optimizations it wants to use are available before using them (fixes application not starting with old or feature-stripped Java versions)
    - Added note at the bottom of the interface about using a server JVM if possible. Only shows when not using a server JVM, and includes a link explaining how to install one.
    - Implemented gaussian blending (different weighing style where frames in the middle of a blend are given more weight than the others; only useful for large shutter angles) with configurable variance.

    Updated screenshot in the first post.

    The source code is available here.
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  33. Post #193
    Can't believe there is program that does all the work for me. You are awesome.
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  34. Post #194
    Gold Member
    Super Muffin's Avatar
    June 2006
    3,282 Posts
    Someone else reported the same issue in the Steam thread, so it might be a legit bug.
    That screenshot says the output folder you selected is invalid, though... But you probably took care of that in your real test because otherwise you can't click Activate, right? Also, this seems to be running now, otherwise you couldn't have taken this screenshot. What did you change that made it run/what made it not run before?
    I had to run the .jar, nothing changed really. Yes the folders were working correctly.

    I'm just not sure why it isn't processing frames and only the audio buffer.

  35. Post #195
    WindPower's Avatar
    January 2010
    121 Posts
    I had to run the .jar, nothing changed really. Yes the folders were working correctly.

    I'm just not sure why it isn't processing frames and only the audio buffer.
    Then I ask again, can you upload a log file? Run it in debug mode and save the log somewhere, and then upload that.
    (It'd also help to set the audio to disabled so that the audio-related debug messages don't show up)

  36. Post #196
    sv_maxcmdrate 100
    cl_cmdrate 100
    rate 99999999 (not kidding)
    sv_demo_entity_record_rate 250

    Smooth as butter.
    (video goes here, if you want to see it go to the post)
    Posted that a bit back, people on this page might want to see it as it fixes the L4D2 interpolation issues (for me)

    Also, new video with the Gaussian blur

    (WebM video goes here)

  37. Post #197
    WindPower's Avatar
    January 2010
    121 Posts
    Posted that a bit back, people on this page might want to see it as it fixes the L4D2 interpolation issues (for me)

    Also, new video with the Gaussian blur

    It's gaussian blending, not gaussian blur. What it does is that for a given output frame, it will assign different weights to each sub-frame participating in that output frame (more weight given to the frames in the middle), rather than giving every sub-frame the same weight (linear blending).

    The little adjustable curve represents how much the weight different will be; the middle of the curve represents the weight given to the middle frame, while the left/right ends of the curve represent the weight given to the first and last sub-frames respectively.
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  38. Post #198
    WindPower's Avatar
    January 2010
    121 Posts
    Released a new build today. You can download it from http://code.google.com/p/srcdemo2/downloads/list as usual.
    Changes include:
    - Made Windows installer set write permissions on the installation directory.
    - Made the launcher's optimization probe actually work this time.
    - Added a command-line interface (SrcDemo2-cli.exe)

    And while a command-line interface doesn't sound too exciting, here's something that should hopefully make it a bit more so (it's a pagestretcher, but worth it):


    The source code is available here.
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  39. Post #199
    Sphene
    Qaus's Avatar
    September 2010
    10,825 Posts
    1350Gb of files.
    Um... is it possible to do something as pretty as this with only 10-20gb free on a hdd?
    I'd like some neat gameplay recorded, but it doesn't have to be highlight reel material.
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  40. Post #200
    Gold Member
    PsYchOsIs's Avatar
    October 2006
    351 Posts
    Released a new build today. You can download it from http://code.google.com/p/srcdemo2/downloads/list as usual.
    Changes include:
    - Made Windows installer set write permissions on the installation directory.
    - Made the launcher's optimization probe actually work this time.
    - Added a command-line interface (SrcDemo2-cli.exe)

    And while a command-line interface doesn't sound too exciting, here's something that should hopefully make it a bit more so (it's a pagestretcher, but worth it):
    <image>

    The source code is available here.
    Currently running into this error on launch:
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