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#181 |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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This works with whatever frames the game spits out. It never touches the game itself, so there is no way for it to control the camera. So no, it just smoothes the frames of the video.
Last edited by WindPower: 07-14-2012 at 10:13 AM. |
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#182 |
![]() Join Date: Jan 2008
Reputation: 0
Posts: 22
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That's what I thought. I was searching for a tool to replace the Demo Smoother and this came up so I was simply hoping
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#183 |
![]() Join Date: Jan 2010
Reputation: 54
Posts: 610
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Will this be ported to Linux when Steam comes out?
Thanks. |
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#184 |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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It was ported on Linux before it was ported to OS X, because it was created on Linux and then made to run on OS X afterwards. I just haven't made it easy to run yet because I haven't released a package for it.
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#185 |
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Join Date: Oct 2011
Reputation: 0
Posts: 3
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I hate giving vague complaints, but I simply cannot get SrcDemo to pick up the frames I'm dumping. My directories and render settings are fine, and I'm precisely following your instructions. I don't know what's wrong.
So I activate SrcDemo, load a demo, set host_framerate to the correct value and startmovie in the right directory. While the demo is running, I check SrcDemo and my output folder: nothing. Meanwhile, in the folder Source Recorder is using, it's spitting out thousands of TGA frames. Dokan and the JDK are installed. If it helps, I'm running Windows 7 x64 with integrated graphics. Also, what is Gaussian blending, and how does it affect the image? |
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#186 | |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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Quote:
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#187 |
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Join Date: Oct 2011
Reputation: 0
Posts: 3
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Some more information about the situation.
SrcDemo is set to watch this dir. Source Recorder is dumping frames here: D:\Steam\steamapps\me\team fortress 2\tf\srcdemo The final, processed PNG frames should be exported to: D:\Videos\MvM Looking in the log file, it seems that mounting to Recorder's folder failed. I can't imagine why, but I'll check security and permissions settings to make sure. https://www.dropbox.com/s/zsm7g1pgb7...-09-geg6e_.log |
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#188 | |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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Quote:
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#189 |
![]() Join Date: Oct 2008
Reputation: 406
Posts: 2,968
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nice job WindPower. Nice tool anyways.
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#190 |
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Join Date: Oct 2011
Reputation: 0
Posts: 3
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Restarted. Didn't work.
Flagged with --srcdemo-debug-fs. The logs didn't change. Tried the sample FS. The terminal window opened, but closed immediately. I also retried all of these as admin, but none worked. Gah. Troubleshooting be hard. |
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#191 |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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That's because it's a command-line program. Running it without arguments causes the help to appear and then the program exits. Run it through the command-line.
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#192 | |
![]() Join Date: Jan 2011
Reputation: 270
Posts: 1,920
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What does this error mean?
Quote:
I ended the demo with endmovie and stopdemo. Edit: Previous 2 attempts were using blend rate 1 and shutter angle 360°. This time I tried with blend rate 32 and shutter angle 180° and there were no errors, but .wav file is still empty and there's no sound. Wat do?
Last edited by Sublime2k: 09-05-2012 at 11:17 AM. |
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#193 | |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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Quote:
This shouldn't be connected to the audio stuff though. Make sure you render with sound ("startmovie stuff/stuff tga" only renders pictures, no sound, you have to use "startmovie stuff/stuff" or "startmovie stuff/stuff wav" to get sound). In the worst case, you can always just play back the demo normally in TF2 (without rendering it), and record the audio with Audacity or Fraps or whatever. |
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#194 |
![]() Join Date: Jan 2011
Reputation: 270
Posts: 1,920
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Thanks for reply, I'll try running it with admin rights then.
As for sound, I'm using command "startmovie srcdemo/filename" followed by "playdemo filename" and when it's done I use command "endmovie", that should record sound as well as frames. I do all of this in console while I'm in the main menu, I don't use "demoui". That way as soon as I play the demo, it starts making movie (i.e. frames) from the beginning until it's finished. The .wav file is there, but it's 0 bytes and doesn't contain anything. What the main difference between buffered and straight to disk .wav? I tried both to no avail. Also, is it normal for high end PC (i5 2500K, 8GB DDR3) to take several hours for few minutes of video? Probably yes because we're talking about 960 frames per second, but I'm just checking. Last edited by Sublime2k: 09-06-2012 at 02:49 PM. |
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#195 | |
![]() Join Date: May 2010
Reputation: 355
Posts: 180
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Quote:
The difference between buffered and straight to disk is that in buffered mode, SrcDemo2 keeps a certain amount of bytes in memory (which you can configure in the audio tab) before writing that to the disk. That way it does the write calls in bunches, not at every single frame. The Source engine renderer does write calls every frame, which is a lot of calls, and each of them is for a really tiny amount of data, which is very wasteful. The "straight-to-disk" mode is just what it sounds like: whenever the source renderer tries to write something to disk, then write it to the disk. Don't queue it up. In buffered mode, you can see the state of the buffer when it's rendering. It's the little vertical meter thing on the right of the "Rendering" tab. It fills up as the buffer gets full, and whenever it fills up (or whenever you press Flush) it writes out its contents to disk. In straight-to-disk mode, there is no buffer so the meter does nothing. If you're in buffered mode and you don't see the meter filling up, then SrcDemo2 is not receiving audio data. The other two modes (FLAC and Vorbis) use an internal buffer and an audio converter together in order to convert the audio data as the Source renderer tries to write it. Those framerates look alright. If you think that's bad, try doing a 960fps render with the Source renderer and see how much time and disk space that takes.
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