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AE:Trailer: Difference between revisions

92 bytes removed ,  25 August 2008
→‎massive OTA gameplay: fixed typo in the advanced tips, removed links to first test; note the new test, btw
(→‎massive OTA gameplay: hot tips for the boys, fresh news from the force)
(→‎massive OTA gameplay: fixed typo in the advanced tips, removed links to first test; note the new test, btw)
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(early on, to make people wonder: "multiplayer?")
(early on, to make people wonder: "multiplayer?")
:I should have more than enough footage for this, assuming there are no technical issues with EdT's video when I get to it. So if someone's looking to help, move on, nothing to see here :-) but we do need help with the other items listed here. --[[User:Iritscen|Iritscen]] 00:02, 15 August 2008 (CEST)
:I should have more than enough footage for this, assuming there are no technical issues with EdT's video when I get to it. So if someone's looking to help, move on, nothing to see here :-) but we do need help with the other items listed here. --[[User:Iritscen|Iritscen]] 00:02, 15 August 2008 (CEST)
:[http://geyser.oni2.net/edition/trailer/ota_test_bmp.zip HERE] is an example of lossless footage recorded from Oni at 20 fps (i.e. 1 out of 3 game ticks is rendered to BMP, regardless of the apparent lag this may cause). <strike>[http://geyser.oni2.net/edition/trailer/ota_test.gif HERE] is the same scene in the form of an animated GIF sequence: the conversion to indexed colors have introduced dithering, but on the whole the image stayed crisp.</strike> May the powers that be let me know if either format suits them. The scene itself is crappy; just a test of the recording routine... --[[User:Geyser|geyser]] 15:54, 23 August 2008 (CEST)
:<strike>HERE</strike> is an example of lossless footage recorded from Oni at 20 fps (i.e. 1 out of 3 game ticks is rendered to BMP, regardless of the apparent lag this may cause). <strike>HERE is the same scene in the form of an animated GIF sequence: the conversion to indexed colors have introduced dithering, but on the whole the image stayed crisp.</strike> May the powers that be let me know if either format suits them. The scene itself is crappy; just a test of the recording routine... --[[User:Geyser|geyser]] 15:54, 23 August 2008 (CEST)
::Surprisingly, FCE does work fine with animated GIFs as "video" (once I adjust the speed of the clip). Not crazy about the dithering, but in some shots it may not be that noticeable. Oh, geyser, if your PC is not as hosed by OTA as Macs are, can you record some more OTA footage? I like the way Ed did it, where he was observing, not controlling Konoko. --[[User:Iritscen|Iritscen]] 17:38, 23 August 2008 (CEST)
::Surprisingly, FCE does work fine with animated GIFs as "video" (once I adjust the speed of the clip). Not crazy about the dithering, but in some shots it may not be that noticeable. Oh, geyser, if your PC is not as hosed by OTA as Macs are, can you record some more OTA footage? I like the way Ed did it, where he was observing, not controlling Konoko. --[[User:Iritscen|Iritscen]] 17:38, 23 August 2008 (CEST)
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::The only (minor) problem is with the manual camera, which moves in real-time rather than game-time, and thus ''is'' affected by lag. In manual camera modes, the viewport moves/rotates at constant rates (in world units or radians per ''real-time'' second), whereas the scene (evolving in game time) may lag behind, and so the effective camera motion at playback-time will be all the faster as there was more lag at record-time. This makes it hard to time manual camera movements, and virtually impossible to make them happen smoothly. If you want smooth camera movements that are not affected by lag, you have to go look into animating the camera with [[OBAN]] (either custom ones, or suitable ones available for Oni's cutscenes). --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::The only (minor) problem is with the manual camera, which moves in real-time rather than game-time, and thus ''is'' affected by lag. In manual camera modes, the viewport moves/rotates at constant rates (in world units or radians per ''real-time'' second), whereas the scene (evolving in game time) may lag behind, and so the effective camera motion at playback-time will be all the faster as there was more lag at record-time. This makes it hard to time manual camera movements, and virtually impossible to make them happen smoothly. If you want smooth camera movements that are not affected by lag, you have to go look into animating the camera with [[OBAN]] (either custom ones, or suitable ones available for Oni's cutscenes). --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::As for supplying further footage - I'd love to, but I'm not a fluent enough player. I'd need to practice a lot more before I can reliably record trailer-quality awesomeness. I also need to free up a lot more HDD space in order to be able to capture more than a few seconds at a time. Last but not least, I need to move on with my real life. So I'm sorry if my little test gave you false hopes, but it's no more than a proof-of-concept, meant to show you that there's more to life than FRAPS ^_^ and, more importantly, that major lag (e.g., OTA on Macs) is not a limitation. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::As for supplying further footage - I'd love to, but I'm not a fluent enough player. I'd need to practice a lot more before I can reliably record trailer-quality awesomeness. I also need to free up a lot more HDD space in order to be able to capture more than a few seconds at a time. Last but not least, I need to move on with my real life. So I'm sorry if my little test gave you false hopes, but it's no more than a proof-of-concept, meant to show you that there's more to life than FRAPS ^_^ and, more importantly, that major lag (e.g., OTA on Macs) is not a limitation. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::"I like the way Ed did it, where he was observing" I'm not sure what video you're referring to, but there's certainly more potential for that on PC. For instance, you can move Konoko completely out of the way and then either move around with the manual camera "focus" the camera on random players, toy a bit with orbiting/elevation/distance, etc. This can only be done in PC retail or Mac beta... Which brings us back to [[Talk:Running_PC_versions_of_Oni_on_the_Mac|THIS]]. The last I've heard of this was not very conclusive, seeing as the version used for the tests had drop-dead-messed-up sound - but somehow it was promising, because the lack of sound was apparently the ''only'' issue. And since sound is irrelevant to the trailer anyway, I really wonder why Mac folks like Ed and you haven't been recording footage with the PC version, taking advantage of the richer BSL interface, exclusive cheats, etc. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)
::"I like the way Ed did it, where he was observing" I'm not sure what video you're referring to, but there's certainly more potential for that on PC. For instance, you can move Konoko completely out of the way and then either move around with the manual camera OR "focus" the camera on random players, toy a bit with orbiting/elevation/distance, etc. This can only be done in PC retail or Mac beta... Which brings us back to [[Talk:Running_PC_versions_of_Oni_on_the_Mac|THIS]]. The last I've heard of this was not very conclusive, seeing as the version used for the tests had drop-dead-messed-up sound - but somehow it was promising, because the lack of sound was apparently the ''only'' issue. And since sound is irrelevant to the trailer anyway, I really wonder why Mac folks like Ed and you haven't been recording footage with the PC version, taking advantage of the richer BSL interface, exclusive cheats, etc. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST)


====jetpacking as Barabas====
====jetpacking as Barabas====