Kurosu wrote:
Thoughts?
Well, I discussed it a bit with lodesi. It seems people are too blinded by soccer to consider anything but replaying an action leading to a goal, err a worm's destruction. :-)
My goal is in fact to store the whole replay for a game, store it to file, and be able to replay it from file. Many (commercial, closed source) games, I believe, are using a layer common to replay and network game for this (half-life/quake series to name the most obvious).
I have now mostly achieved this. The replay file is recorded (in a fashion close to the network indeed), and it can be played afterwards but with noticeable glitches (teleportation, and sometimes desynch'ing possibly leading to crash). Patch attached, with unfortunately some unrelated changes (fixes in action.cpp et action_handler.cpp, I think).
How to compile: - unpack the tarball in wormun/, creating src/replay.{cpp,h} - apply replay.diff: patch -p0 < replay.diff How to use: 1) Recording- Done automatically, the file will be named "record.dat" and be placed I believe in the folder the command launching wormux was executed
- The rate is around 15K per minute 2) Replaying- There's much to be done here gui-wise, so you can only activate replay at the title screen by pressing "TAB" - The replay is expected to be named "record.dat", and its location is also expected to be "in the folder the command launching wormux was executed"
Work following (but maybe not in the near future, I have spent way too much time on wormux): - try to minimize unsynch'ing; strangely and sadly enough, it seems some events such as rebounds after a fall don't occur the same way
- generalize (what about changing resolutions, ... ?)- place replay files in the wormux application dir (~/.wormux/replays/ for instance)
- allow selection of a replay from the above folder; display information about it I hope to spark some interest this time around. ;) Best regards, Kurosu
replay.tar.bz2
Description: Binary data
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