Replays
Jan 5 2009, 5:16 am
By: Elvang  

Jan 5 2009, 5:16 am Elvang Post #1



A couple of things I'd like to know:
  • How do nonshared EUDs affect the replay?
    • Are the values are in same spot for each player?
  • What player number are you when viewing the replay?
    • As a viewer I see burrowed P9-P11 units that you don't see as a player, any way to change vision status for viewers and said players (Only method I know is the ai vision script, and those are only for 1-8)?
    • Can I kick people from replays via trigger (Defeat/Victory)?
  • How do I play a wav for a viewer?
    • The display text for current player action is in a trigger owned by player 1 but works for viewers, a play wav action in a trigger owned by player 1 doesn't
    • The above behavior confuses me, triggers with 'current player' actions owned by other players I see the results of, but similar actions that don't implicitly state current player I don't see the results of... If I can see the results of Display Text then shouldn't Play Wav work as well?
  • Do replays end when all used players(1-8) have achieved victory or defeat via trigger?
  • What is the format of the replay files? I'd like to be able to take a 5 second replay for a map and change it to maybe a 2 hour limit.
  • Don't suppose its possible, but can the mineral/gas count be shown for viewers like normal players?


Post has been edited 2 time(s), last time on Feb 25 2009, 7:09 am by Elvang.



None.

Jan 5 2009, 5:22 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

Quote
[*]How do nonshared EUDs affect the replay?
  • Are the values are in same spot for each player?
EUDs work the same in replays as they do in-game. If they are like screen position or something, then that will alter the outcome of the replay unless the viewer follows it exactly.

Quote
[*]What player number are you when viewing the replay?
[LIST][*]As a viewer I see burrowed P9-P11 units that you don't see as a player, any way to change vision status for viewers and said players (Only method I know is the ai vision script, and those are only for 1-8)?
I don't think that the viewers are any specific player.

Quote
[*]Can I kick people from replays via trigger (Defeat/Victory)?
Non-shared EUDs can drop them or cause Victory (Which I'm assuming would end the replay.) Defeat would only make a player within the replay lose.

(don't know about play wavs)

Quote
[*]Do replays end when all used players(1-8) have achieved victory or defeat via trigger?
Probably. Unless it has a timer... But I've seen replays end before it is at 100%.

(don't know format at all)

Quote
[*]Don't suppose its possible, but can the mineral/gas count be shown for viewers like normal players?
Not unless they specifically select a unit, in which case it shows the minerals of the owner of that unit.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 5 2009, 5:39 am Elvang Post #3



Thanks for the response :)

Quote from Heinermann
It should be released as a replay so that friends can have competitions on Battle.net(no desync in replays).
...
Oops, that replay doesn't allow more than one player. I'll edit it some time.
All EUD triggers work in replays.
Source thread
Quote from O)FaRTy1billion[MM]
EUDs work the same in replays as they do in-game. If they are like screen position or something, then that will alter the outcome of the replay unless the viewer follows it exactly.
...
Non-shared EUDs can drop them
I was under the impression that you wouldn't desync from using nonshared EUDS during replays. One reason for these questions was to make a map that uses nonshared EUDs multiplayer through replay use.

Quote from O)FaRTy1billion[MM]
I don't think that the viewers are any specific player.
Any idea why I have vision of players 9-11 but not 12 during the replay? Ingame I don't see their burrowed/cloaked units normally.

EDIT: After some solo testing of Display Text in replays it seems that your viewer slot corresponds to the player number, I would only see players 1 text if I was in viewer slot 1 and player 1 was present in the replay. If player 1 was absent I wouldn't even see the All Players or Force 1 text, even when player 3 was present.

Post has been edited 2 time(s), last time on Jan 5 2009, 6:03 am by Elvang.



None.

Jan 5 2009, 5:53 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

1-11 have player entries, 12 does not? I don't know, actually.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 5 2009, 1:29 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

From my experience you always get a certain player slot. I've been watching some melee replays and sometimes you were lucky and could see the build process within buildings and his minimap pings.

As for observing minerals / supply just click a unit or building of the player you want to view.




Feb 25 2009, 6:48 am Heinermann Post #6

SDE, BWAPI owner, hacker.

You are assigned a player number in replays just like you are in games. Replays are out of sync for all players, so there is no worry about a desync. The only actions that get transmitted during a replay are keep alive, speed settings, and chat.




Feb 25 2009, 7:10 am Elvang Post #7



Ah, ok. Thanks for the information, answered a few more of the questions I had :).



None.

Feb 25 2009, 7:38 am Keirebu Post #8



I can't really help you with your questions, But I have a theory about replays.

Replay's are not really "Replays", My Theory is that while playing, The Game stores every click and action every player does, And all game actions, and when you save the replay, It saves all the actions made, And turns it into a Script of sorts, That when you load the replay, Starcraft reads the script, And does all the clicks,Actions,Everything to the best of its ability, And eventually along the line, It can mess up a few parts, And miss some actions, Maybe from Lag, Or just too many things going on at once.

This can explain why replays are never 100% accurate, And ether have Huge Differences, Or Slight ones, Ive seen far to many replay's where things get completely changed, And if you watch it again, it gets it right the second time. Especially when there is more than one person watching the replay, It gets really funky, I've watched replays with my friends, Where on there side, this certain player dies, But on mine, hes still alive, Also sometimes you can get units that get left behind in the replay, and just act on there own, Ive seen times, Where after a big rush, Two zealots were left behind, And even though the defenders destroyed the rush, And still have there full base and such, You can run into units, that get lost in the replay, but still can change it, (Like a Zealot destroying an entire base, And the defense, and every unit just ignores it, Since it wasn't there in the real game. These are just a few examples, and my Theory on replays. o.o

Also, All these Examples, And Theorys, Were all from Normal Melee's, TvB, And such, So it can't be triggers or something causing it.



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