Author Topic: autorecord scripts in q2a  (Read 2752 times)

Offline tr3y

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autorecord scripts in q2a
« on: July 23, 2005, 04:08:00 PM »
I have been using the autorecord in q2a and I seem to end up with unplayable demos.  I used the following script dael posted plus one I added for ffa.

event "The match has begun."  record "auto/$date_$time_$mapname"
event "Match has started!" record "auto/$date_$time_$mapname"
event "Warm-Up Mode has begun." stop ""
event "All players ready.. countdown starts!" stop ""
event "MATCH has started!" record "auto/$date_$time_$mapname"
event "COUNTDOWN has started!" stop ""
event "is ready" stop ""
event "Teams locked!" record "auto/$date_$time_$mapname"
event "tr3y entered the game" record "auto/$date_$time_$mapname"
event "Timelimit hit" stop ""

The problem is I end up with a demo that I can start and only playback the first 3 or 4 seconds of then they freeze, tried both demoplay and the standard demomap command from console.  If I try and check one of them out in keygrip I appear to get the phonejack at the point the demo freezes and it will not play past it.  It almost seems related to the strange lagg I always get in q2a at the start of each game when the q2a messages from myself or others are displayed.  My demo's do record just fine btw if I manually start one from console.  Anyone have similiar problems or have any idea what might fix it?
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Offline daelmun

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Re: autorecord scripts in q2a
« Reply #1 on: July 23, 2005, 06:07:35 PM »
Weird, never experienced anything like that. Can you view the demo in reg quake2.exe or r1q2.exe? And is the dm2-file full size (around 6-700mb for a 10 min duel, more for a teamgame)? And can you maybe attach one of those demos just so I can see what happens?
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Offline tr3y

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Re: autorecord scripts in q2a
« Reply #2 on: July 23, 2005, 06:17:35 PM »
sure here is one of them.  They all end up like this for me, and like i said above if i just type "record demoname" in console and can make usable demos just fine.
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Offline daelmun

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Re: autorecord scripts in q2a
« Reply #3 on: July 23, 2005, 06:38:30 PM »
Think the problem actually lies in the q2advance messages showing up when people enter the server. I ran it in r1q2 first, and it ran perfectly. However it was noticable you experienced major lag when the q2advance message from the player "frag" appeared on the screen. But the demo ran without any problems in r1q2 after that.

But when I launched q2a and tried to watch the demo there, the exact same thing happened to me. When the q2advance message was going to show up, q2a completely froze and I actually had to reboot cause q2a wouldn't close. Think the reason it works when you actually type "record demoname" is that then it takes more time making the q2advance messages being shown before the demo start. Do you experience the same with demos from for instance a tourney game where the demo starts during the countdown? In FFA the demo starts as people join the server, and then the q2advance message is bound ot appear in the demo.

And I'll make a post about this on the q2players forum telling ep about it so he can fix this for the next release, cause it isn't supposed to be like that (the lag experienced when people join the server and the crash of q2a when running the demo)

EDIT: http://www.q2players.org/phpBB/viewtopic.php?p=4026#4026  <- made a post \p/
« Last Edit: July 23, 2005, 06:55:24 PM by daelmun »
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Offline daelmun

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Re: autorecord scripts in q2a
« Reply #4 on: July 23, 2005, 08:15:12 PM »
EP said: its because you can't validate their code in a demo, i am going to add an option to turn off checking of people's codes to solve this
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Offline tr3y

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Re: autorecord scripts in q2a
« Reply #5 on: July 23, 2005, 09:17:48 PM »
Thanks for the help Dael.  Didnt even think of trying r1q2 at least i can watch them if i want now.
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