vovo4ka Posted April 3, 2010 Author Share Posted April 3, 2010 It indeed does lag a lot less now. However, it could be better if you replace the timers with onClientPreRender. Should completely eliminate lag. Omg! You're a genius! But.. If you set high fps limit you can get lags. I'll try this method tomorrow. Link to comment
Gamesnert Posted April 3, 2010 Share Posted April 3, 2010 But.. If you set high fps limit you can get lags. Well of course, it will cost quite a bit more power: MTA Stage recording FPS as of 1.0.2: 12.5 (~ 80ms / frame) MTA Stage recording FPS as of 1.0.3: 20 (~ 50ms / frame) MTA Stage recording FPS as of 1.0.x: 60 (~ 17ms / frame) Assuming he sets up 60 FPS, of course, which is the max MTA's frame limiter can go. (without counting the possibility of disabling this) However, there are 3 things specially made for this: 1. High Performance Hardware 2. Code optimization (I bet it could save quite a bit of load) 3. Adding the possibility to have frame skip (so it skips record / playback for 1 - 5 frames, depending on what the user needs) Players can easily set the FPS limit lower (hint: add possibility to do this in stage) to enjoy less lag, and if frame skip is added, they can also play with that. Setting it to skipping a lot of frames when you don't need that much sync, and disabling frameskip when you do need pin-point playback. Omg! You're a genius! Quoted for truth. Link to comment
vovo4ka Posted April 5, 2010 Author Share Posted April 5, 2010 I want implement 2 modes: constant "keyframerate" (with skip or without him) and adaptive keyframerate(if object moves slowly or stand still - automatically decrease rate of keyframes) Also I want not to apply interpolation for peds that are very far from the camera. I need beta testers If someone interested - write me [email protected] (or icq 396101401) Link to comment
FabienWang Posted April 7, 2010 Share Posted April 7, 2010 First of all, Amazing work ! Another great functionnality would be a subtitle editor so we could make like a movie And i wanted to know if it's possible to integrate such videos into another resource. This would be really cool so we could create missions videos in RP Server. (the player character would replace one in the recorded scene). Thanks and keep up the good work ! Link to comment
eAi Posted April 7, 2010 Share Posted April 7, 2010 And i wanted to know if it's possible to integrate such videos into another resource.This would be really cool so we could create missions videos in RP Server. (the player character would replace one in the recorded scene). I think this would be a useful feature too - as I mentioned before. Provide a simple playback resource that other resources can use. I guess it'd have to manage the setup and cleanup of each playback neatly, so as not to leave mess in the world. Link to comment
vovo4ka Posted April 7, 2010 Author Share Posted April 7, 2010 Thanks! I have already made save/load function. It will be released in next version (this weekend). Playback code very simple. Maybe I shall make some "API" for these files Link to comment
vovo4ka Posted April 11, 2010 Author Share Posted April 11, 2010 New version 1.4.0 avalaible! features: GUI Main menu (by F2). Improved vehicle/peds movement quality (now avalaible few quality modes for memory save). Implemented peds driveby (not correct aiming, but works . Vehicle speed limiter assist. Multiple players record. Save/Load rec data (also in map-resources. needs ACL rights). Camera menu fix (now buttons [c] (set as current) and as target/position works correctly) Re-bindable controls. Beep sounds on begin/stop rec/play. Link to comment
karlis Posted April 11, 2010 Share Posted April 11, 2010 Nice, ur becoming famous with stage Link to comment
SATAN Posted April 11, 2010 Share Posted April 11, 2010 you're doing an awesome job, please keep up the great work. Link to comment
Tjong Posted April 12, 2010 Share Posted April 12, 2010 I started an equal project a few months ago but lost interest in it, as it is some kind of complex I also made a GUI and a few videos: Maybe I could add something to your resource, when I got time... Link to comment
FabienWang Posted April 12, 2010 Share Posted April 12, 2010 New version 1.4.0 avalaible!features: GUI Main menu (by F2). Improved vehicle/peds movement quality (now avalaible few quality modes for memory save). Implemented peds driveby (not correct aiming, but works . Vehicle speed limiter assist. Multiple players record. Save/Load rec data (also in map-resources. needs ACL rights). Camera menu fix (now buttons [c] (set as current) and as target/position works correctly) Re-bindable controls. Beep sounds on begin/stop rec/play. i think i'm gonna make some videos during the time i won't have internet at home ^^ You're doing a great job with this thanks and keep up Link to comment
vovo4ka Posted April 12, 2010 Author Share Posted April 12, 2010 Thanks all!!! I started an equal project a few months ago but lost interest in it, as it is some kind of complexI also made a GUI and a few videos: Maybe I could add something to your resource, when I got time... Ped movement looks good. Which algorithm is used to store and play peds movement data? Have you tried to shoot from weaps? or make an animated ped landing in cars? It's a huge problem. Link to comment
karlis Posted April 13, 2010 Share Posted April 13, 2010 some small thingies in main menu(just for better desgin) make buttons lil bigger, looks not really nice if text for buttons almost "hits" button bounds and make guis not sizable edit: stoping playback should make all ped key states to false Link to comment
Tjong Posted April 13, 2010 Share Posted April 13, 2010 Ped movement looks good. Which algorithm is used to store and play peds movement data? Have you tried to shoot from weaps? or make an animated ped landing in cars? It's a huge problem. Well as I stated here: http://bugs.mtasa.com/view.php?id=5113 I also got the setPedControlState Bug and didn't make any solutions to this, as it is difficult... My movement algorithm isn't very efficient I think, as it stores every camera movement of the player, it also saves several positions (every 2 seconds) to ensure that the ped is still on the correct way, as GTA SA isn't very exact... I haven't tried aiming yet, but shouldn't be to difficult with "getPedTargetEnd" and "setPedAimTarget" I think Link to comment
vovo4ka Posted April 13, 2010 Author Share Posted April 13, 2010 Well as I stated here: http://bugs.mtasa.com/view.php?id=5113 I also got the setPedControlState Bug and didn't make any solutions to this, as it is difficult...My movement algorithm isn't very efficient I think, as it stores every camera movement of the player, it also saves several positions (every 2 seconds) to ensure that the ped is still on the correct way, as GTA SA isn't very exact... I'm using both methods. With complex handling. I'm saving ped camera rotation too. All ped functions are totaly bugged. This is sad. difficult with "getPedTargetEnd" and "setPedAimTarget" I think These functions works very strange Link to comment
karlis Posted April 14, 2010 Share Posted April 14, 2010 according all the panic every1 makes from server hacking this function definitely isn't save: function callServerfunction(funcname, ...) local arg = { ... } if (arg[1]) then for key, value in next, arg do if (type(value) == "number") then arg[key] = tostring(value) end end end -- If the serverside event handler is not in the same resource, replace 'resourceRoot' with the appropriate element triggerServerEvent("onClientCallsServerFunction", getLocalPlayer() , funcname, unpack(arg)) end PS:dont get me wrong, im not critic, your work is great, im just trying to help Link to comment
darkdreamingdan Posted April 14, 2010 Share Posted April 14, 2010 according all the panic every1 makes from server hacking this function definitely isn't save: function callServerfunction(funcname, ...) local arg = { ... } if (arg[1]) then for key, value in next, arg do if (type(value) == "number") then arg[key] = tostring(value) end end end -- If the serverside event handler is not in the same resource, replace 'resourceRoot' with the appropriate element triggerServerEvent("onClientCallsServerFunction", getLocalPlayer() , funcname, unpack(arg)) end PS:dont get me wrong, im not critic, your work is great, im just trying to help This is true. You need a list of functions serverside that are allowed to use this method, for safety. Link to comment
vovo4ka Posted April 14, 2010 Author Share Posted April 14, 2010 Oh sorry. This functions an't used in my project. They only implemented(in pre-release version and i forgot about this). I'm using events for every client-server tasks. You can delete it from source without any stability oproblems Thx for report Link to comment
karlis Posted April 15, 2010 Share Posted April 15, 2010 this might fail because not all skins from 0 to 288 is valid function syncQuality() --triggerClientEvent ( source, "onSetQuality", getRootElement(), skip_mode,skip_fi,par1,par2,par3,par4,par5) spawnPlayer (source, 1430, -973, 58, 0, math.random (0,288)) -- spawns player with random skin fadeCamera (source, true) setCameraTarget (source, source) end addEventHandler ( "onPlayerJoin", getRootElement(), syncQuality ) use repeat until spawnPlayer (source, 1430, -973, 58, 0, math.random (0,288)) -------- im interested what is clientside function "correct", its some rotation fix? Link to comment
vovo4ka Posted April 15, 2010 Author Share Posted April 15, 2010 karlis, thx! It will be fixed in next version. Empirically, I discovered the following dependence (source - a, output corrected angle - ca. In degrees): function correct(a) local ca = 0 if (a>=20) and (a<=90) then ca = a+238 elseif (a>90) and (a<152) then ca = a-39 elseif (a>=194) and (a<216) then ca = a-118 elseif (a>=216) and (a<270) then ca = a-135 elseif (a>=270) and (a<336) then ca = a-38 else ca = a end return ca end Ped rotation returned by getElementRotation while player aiming. But there are special points. I was not looking a solution for them. Therefore there are rotation lags in them. Link to comment
lauris3722 Posted April 26, 2010 Share Posted April 26, 2010 Why i don't have anims button? (Sorry for color glitch..) (CLICK) Link to comment
Gamesnert Posted April 26, 2010 Share Posted April 26, 2010 Why i don't have anims button? You've probably got an outdated version of Freeroam. Get the latest official MTA resources package from HERE, and extract "Required -> Freeroam" into your server resources folder. Link to comment
lauris3722 Posted April 26, 2010 Share Posted April 26, 2010 One more question. How can i remove Stage logo while recording video? Link to comment
karlis Posted April 27, 2010 Share Posted April 27, 2010 try F2-->uncheck "show timer" Link to comment
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