Demo camera?
Posted Sep 14, 2013
Does anyone know of a way to activate a point_viewcontrol while playing back a demo? I need the demo to be recorded normally, then to play it back with the viewcontrol turned on to record from a fixed viewpoint.
I've tried entering the command manually and with a PlayCommand instruction, but neither worked.
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Posted Sep 14, 2013
Replied
59 minutes
later
Demo... as in using the Command "Record <NAME>" in the console? Hmm... Well I know for a fact that demos are recordings, thus is un-editable... All I can think of, is having the map in co-op. If you can find a way to render Player1 invisible, move Player2 so you can have your Demo, but also move Player1 at the same time... If you'd had to go co-op mode, I'd be glad to help.
Posted Sep 14, 2013
Replied
3 minutes
later
I've considered that, but I'm not sure how badly Adhesion Gel would break in co-op, and I'm not sure I want to find out. Using co-op would eliminate the need for a demo, as I would be able to play in first person...possibly.
Posted Sep 14, 2013
Replied
5 minutes
later
Hmm, yes, I've seen you coding Adhesion Gel. Seeing how rough it rotates gravity... We could give it a try, it might fail, or crash, but it might also work. If you need to contact me on steam : http://steamcommunity.com/id/P0rtal_FTW/
Posted Sep 14, 2013
Replied
6 minutes
later
If we do get to make the Adhesion Gel working in Multiplayer, I though of a way of 1 person recording, and the other doing the test. Remember with the Wheatley TV's? We could probably use that mechanic and make it work so it follows a player, or make it change rooms.
Posted Sep 14, 2013
Replied
1 hour
later
I'm actually using something a bit like that in reverse. Ironically enough, the camera is situated in a Wheatley monitor.
Anyway, Adhesion Gel will never truly work in co-op, but it should be possible to have one player film and the other test. I'll see what I can do. Send me an invite if you have a screen recorder and would be willing to film.
Posted Sep 14, 2013
Replied
1 minute
later
This probably wouldn't work, but you could try having the map run a script which then enables the viewcontrol. Then you could comment out the script while recording, and put it back when replaying. Could that work?
Posted Sep 14, 2013
Replied
2 minutes
later
Ooh, good idea. I'll try that. I did discover that recompiling the map with a logic_auto added in will not work, but loading from an autosave caches the BSP but not the scripts. So maybe...
Posted Sep 15, 2013
Replied
10 hours
later
Sure, I have fraps, but I could probably start with a .dem and then over-lapse that. What's your steam?
Posted Sep 15, 2013
Replied
52 minutes
later
Same as my TwP name. If you're able to film in HD I'll give you the instructions on Steam, basically there's a "control room" with a bunch of buttons for the different viewcontrols you can use. I stuck one on every Wheatley monitor and security camera in the map.
Posted Sep 15, 2013
Replied
16 minutes
later
I think I added you, is your profile picture the Wheatley Core?
Posted Sep 15, 2013
Replied
16 minutes
later
Yes. Check your Steam messages.
Posted Sep 15, 2013
Replied
1 hour
later
Okay, I hacked co-op support in so that Atlas should act as Chell and P-Body will operate the camera, but ss_map always drops me back on the main menu after the loading screen and says "your partner has disconnected." Has anyone else had this issue?
Posted Sep 16, 2013
Replied
13 hours
later
The map name has to start with mp_coop_ to work with ss_map.
Posted Sep 16, 2013
Replied
6 hours
later
I tried that (and incidentially found that you get a really weird combination of loading screens if the map is named mp_coop_sp_a#_something), but it won't work with even default maps like mp_coop_start.
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Posted Oct 05, 2013
Replied
19 days
later
If anyone needs this in the future, the solution was to turn off -tools mode.