Dark Clan Forum

RypelCam => Unreal Tournament 3 => Topic started by: VegasKill on Fri 03.12.2010 20:10:36



Title: Rypel Cam for UT3
Post by: VegasKill on Fri 03.12.2010 20:10:36
(http://www.ut3darkclan.com/img/rcam_logo.png)


RypelCam downloads for UT3 attached to this post.
RypelCam homepage: http://rypelcam.ut3darkclan.com/ (http://rypelcam.ut3darkclan.com/)



For RypelCam installation instructions please see the included RypelCam tutorial (http://www.ut3darkclan.com/include/downloads/rcamtutorial/rypelcam_tutorial.html).


Changes from 3.17 to 3.16:

- fixed first person view sometimes showing wrong weapons in server demos
- fixed over-twisting camera after repositioning cam points ('Z')
- delete cam points:
 -- set the viewpoint on any cam point to delete it with 'numpad 4'
 -- if no cam point is selected, the last cam point is deleted
- replay mode
 -- player movements are monitored and can be replicated
 -- [page down]: rewind / pause game and activate replay mode
 -- [page up]: fastforward
 -- remove pause: exit replay mode and resume the demo playback
 -- chronological order of cam points:
  --- created cam points have the replay mode time
  --- insert cam points to the camera path or new first cam point (time-depending)
 -- timed path mode is compatible:
  --- edit or preview camera path simultaneously to the replay mode
  --- red circle indicates the camera position
 -- replay mode limitations:
  --- cam points 1 to 4 require increasing chronological order (until camera path turns visible)
  --- projectiles, first person view, particles and further effects are excluded from replay mode
  --- changes are applied directly to the original players, ignoring if driving a vehicle or not
  --- no use of the physics engine, players remain static, movements are not interpolated
  --- lack of players who are not available or spawned at the replay mode end time
  --- time based processes may encounter problems while rewinding
   ---- spectator may detach and quickly move away from the player during rewind
   ---- flaws in reverse UT3 HUD animations


Changelog of previous RypelCam releases:

Changes from 3.16 to 3.15:

- revised camera path functions
  - no more calculation lag up to the maximum of 800 cam points
  - stable camera path processing, no 'out of bounds' crash
- material shader:
  - improved contrast detection nodes in Epic's sobel edge shader, less black areas
  - alternative edge detection shader by Anna Zajaczkowski
- client demos are now compatible for collada (.dae) export
- buffer frames retrieve more accurate data for C4D/Blender .dae export
- start demos paused
  - works for client demos
  - start menu closes automatically
- RypelCam 315 related bugfix: timed path start time saves correctly
- UT3 related bugfixes:
  - roll rotation for serverside demos
  - client demo shows correct first person weapons
  - client demo removes first person arms
  - first person viewtarget no longer changes to 'head gib' after headshot death


Changes from 3.15 to 3.14:

- added a RypelCam menu [R]
- access to postprocess effects (Depth of Field, Bloom, Color Correction)
- support for custom shader materials with dynamic parameters
- fixed minimap for server side demos
- option to always show the flags on minimap
- option to set a custom Field Of View angle for the spectator
- Client side demos: free cam will appear at the location of the previous view target
- 'avoidphysicsbug' consolecommand: keeps the first person view working despite a rare client demo bug
- Separate saving/loading system in case there is no camera path to save or load
- Remember user settings:
 -- custom FOV
 -- whether to use first person view or third person view [right control]
 -- whether to lock the third person view to inputs of spectated players
 -- smoothness of locked view rotation
 -- whether the camera should stop on the path when the game pauses or not (manual timing only)


Changes from 3.14 to 3.13:

- fix: array enumeraion assures proper sequence of points along the camera path
- fix: rcam camera rotation no longer affects the playercontroller in client demos


Changes from 3.13 to 3.12:

- asynchronous cam path calculation
- dynamic arrays for cam points
- over 500 cam points can be placed
- smoother locked behindview rotation


Changes from 3.12 to 3.11:

- dumpframes: data export for the 3D animation software Blender and Cinema4D
 -- Camera informations are saved for every screenshot
 -- Collada project files are created in: My Games\Unreal Tournament 3\UTGame\User
 -- 3D data is consistent with Unreal Editor map exports (formats: fbx, dae, stl, obj)
- client demos:
 -- [numpad zero]: relative camera also follows players in vehicles
 -- [X]+[MouseScrollWheel Down]: spectate available players (first person view without weapon model)
 -- fix: removed influence of roll rotation; no longer active if cam points are set
 -- red hit damage effects are removed automatically
- [X]+[R]: cycle through different render views
- modifications to RCam HUD (fontsize, playback speed indication)
- Relative camera: the currently watched player will be the first view target


Changes from 3.11 to 3.10:

- switch players: 'X'+'Scrollwheel'
- view previous player: 'X'+'Leftmousebutton'
- follow target with relative camera
   - select player: 'numpad 0'
   - select projectile: 'numpad 6'
- orbit projectile: 'X'+'numpad 6'
- HUD update (time & player names)
- restored 'p': pausing the demo affects camera
- removed unused classes


Changes from 3.10 to 3.09:

- bugfix: set rotation of the first four cam points
- modified spec cam speeds
- 'Numpad 6' follows projectiles
 -- Movements generate a relative offset between camera and projectile locations
- 'Numpad 6'+'X' follows projectiles as in prior Rypel Cam versions (rotation centers projectile)


Changes from 3.09 to 3.08:

- enhanced funcion dumpframes():
 -- enabled roll for timed paths
 -- 'dumpfps' consolecommand sets the recording fps for dumpframe records (default: 'dumpfps 30')
 -- 'dumpres' consolecommand sets the tiledshot value for dumpframe records (default: 'dumpres 1')
 -- configurable fps rate and tiledshot factor in UTRypelcam.ini
  --- [RCam309.CamHUD] 'tiledshot_factor=30'
  --- [RCam309.CamHUD] 'dumpframes_tiledshot_factor=1'

- camera update functions migrated from timer() to tick()
 -- camera continuously updates in 'Rcam Mode'
 -- updates are decoupled from the demo time
  --- smooth camera location & rotation updates, also in slowmotion ('arrow left', 'arrow right')
  --- slow motion changes do not affect the camera speed
  --- camera properties (speed, roll, fov settings) operate slightly different

- triggerable spline update function
 -- 'update' consolecommand toggles the camera path to update only when required
 -- [RCam309.CamControl] 'do_not_update_Spline' in UTRypelcam.ini
 -- Camera paths can be saved ('F4') without prior spline update

- tick functions migrated from Interaction class [CamHUD] to actor class [RCamDecalmanager]
 -- follow projectile & dumpframes functions are executed also in paused mode
 -- Dumpframes function in pause modus enables rotation.roll

- function 'startpaused' pauses the demo right at the beginning
 -- UTRypelcam.ini: [RCam309.CamHUD] 'bstartpaused=true'
 -- 'startpaused' consolecommand toggles setting ('F4' saves to UTRypelcam.ini)

- 'mouse X' consolecommand sets the mouse sensitivity to the value X (different from ut3 input settings)
 -- example (default value): 'mouse 30'

- 'middle mouse button' sets cam points (same as 'numpad five')
- 'F' toggles pause (same as 'arrow down')
- recommended cam point distance shown on HUD
- cam path progress (%) shown on HUD
- restored targetlook (enable: 'numpad multiply', settarget: 'numpad zero')
- camera interferences (e.g. due to mouse movement) are prevented during rcam mode or while viewing cam points
- 'right mouse button': free cam appears near the spectated player before changing to free cam mode
- 'right mouse button': Camera view remains unaltered when leaving the rcam mode or viewing cam points
- BlendedTargetViewRotation() interpolates the rotation of players in locked behindview more fluidly
- fixed hud cc access error while in vehicles
- fixed cc access error in [Knoten]
- help menue ('F1') is shown only if scoreboard is hidden
- updated on-hud help informations
- client demos: do not exit free cam mode when player enters vehicle
- removed: 'TimedPathPawnName', 'fixedfps' and 'tpdelta' variables


Changes from 3.08 to 3.07:

- fixed error on accessing 'CC'
- added locked view in 3rd person based on player's viewpoint for players and Vehicles (replaced with serversided demos, 'L')
- enhanced the spectate projectile function (Numpad 6)
   the W and S keys smoothly change the spectating distance
   eased access to the function
- replaced spline texture


Changes from 3.07 to 3.06:

- increased maximum number of cam points to 120
- Manually synchronize the camera with Numpad+ and Numpad- during a timed path
- 'tpstart (opt. speed) (opt. time correction)' consolecommand loads and prepares a timed path scene.
   Automates the steps of loading a cam path (like F5), enabling the timed path mode, fast forwarding until the timed path start time, hiding the rcam HUD and the UT3 HUD.
   If the optional variable speed is not set, the demo will fast forward at 2x speed until 2 secods before the timed path start time.
   If the optional variable time correction is set, the camera will start the timed path earlier (negative variable) or later respectively to the original timed path start.
   examples:
      tpstart
      tpstart 4 -0.25      
- updated RypelCam HUD informations
- Removed the option to change the timedpath start time in Config/UTRypelCam.ini


Changes from 3.06 to 3.05:

- updated RypelCam HUD informations
- increased maximum number of cam points to 98
- Change the timedpath start time in Config/UTRypelCam.ini:
   StartTimedPath_Later_seconds,
   StartTimedPath_Earlier_seconds
- Restored left mousebutton functionality to switch players (serverside demos only)
- 3rd person view unlocked (serverside demos only, 'L' to lock)
- improved FOV/Roll alteration speed.
- Num7 and num8 keys work while pressed now.
- Numpad 6 follows projectiles, if any. Set the viewing distance with 1-9 keys.
- Camera path is automatically hidden if the rcam starts
- 'hit' consolecommand removes the red hit damage effect
- 'beep' consolecommand removes message beep sounds
- improved "toggleMovieMode" consolecommand:
   fixed the boots and armor offset,
   vehicle and powerup icons can be hidden,
   character portraits removed,
   minimap removed (non functional in demos)
- removed timedpath position check
- removed the function to override flagtimes in the UTRypelcam.ini from the key 'B'


Changes from 3.05 to 3.04:

- improved "toggleMovieMode" consolecommand. It now also disables the Clock and the Armor/Armorguy display in the lower left.
  (see Changes below about the new console commands introduced in 3.04)


Changes from 3.04 to 3.03:

- Added 2 new console commands:
    - "seekTo x y z", where x stands for Minutes, 'y' for seconds and 'z' for the fastforward-speed you wish to use. Be aware that a value for 'z'
       greater than 10 might cause the clock to lag. This can result in seekTo ending too early. Experiment a bit to find the greates value that still works good on your PC.
    - "toggleMovieMode", use this command to toggle between full hud and minimal hud details in firstperson mode. Minimal hud-details usually look better in a fraggmovie.


Changes from 3.03 to 3.02:

- Addressed compatibility issues with Demos that were recorded on a server with UTComp.
   - Note that RypelCam still wont work with Clientside demos that were recorded before UT3 Patch 2.0 even though UTComp already supported Clientside demos
     before UT3 Patch 2.0 came out. This wont be fixed since RypelCam needs the extra functionality that was added in UT3 Patch 2.0 to work correctly.  

Changes from 3.02 to 3.0 Beta 1:

- From this Version on, when installing RypelCam (see Tutorial for detailed install steps)
, you need to change the UTGame.ini entry for every new Release. For this Release it is "DecalManagerClassPath=RCam302.RCamDecalManager"

- Fixed: freecam movement in serverside demos
- Improved smootheness of Cams a bit


Title: Re: Rypel Cam
Post by: VegasKill on Fri 03.12.2010 20:11:37
The RypelCam developers at the current time are:
  • RypeL (http://www.ut3darkclan.com/forum/index.php?action=profile;u=225)
  • RattleSN4K3 (http://www.ut3darkclan.com/forum/index.php?action=profile;u=258)
  • VegasKill (http://www.ut3darkclan.com/forum/index.php?action=profile;u=1)


  • Title: Re: Rypel Cam
    Post by: DarkHunteR on Fri 03.12.2010 20:56:27

    - increased maximum number of cam points to 98

    - 'hit' consolecommand removes the red hit damage effect
    - 'beep' consolecommand removes message beep sounds

    GREAAAAAAAAAT
    -maybe a new vid from vegasKill ? : D



    what this means :
    - removed the function to override flagtimes in the UTRypelcam.ini from the key 'B'
    ??

    ---
    tnxxx


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Fri 03.12.2010 21:03:19
    Pro Threadpost! Pro Editing! I ♥ Vegas!  tongue1

    Gonna tell kixzooooor ;)


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 03.12.2010 21:23:15
    @DarkHunteR: 98 cam points - I wasn't able to compile beyond 100.
    Since counting begins at 0, 99-1 is the maximum for now. (it's on the To Do list)


    'override flagtimes' was a feature in the previous rcam versions, its use is rather doubtful to be justified. If active (b key), moving cam points (Z key) did overwrite not only the cam point's location, but also its creation time - with a very high probability to make the timedpath unusable.


    Title: Re: Rypel Cam
    Post by: DarkHunteR on Fri 03.12.2010 21:31:30
    @DarkHunteR: 98 cam points - I wasn't able to compile beyond 100.
    Since counting begins at 0, 99-1 is the maximum for now. (it's on the To Do list)


    'override flagtimes' was a feature in the previous rcam versions, its use is rather doubtful to be justified. If active (b key), moving cam points (Z key) did overwrite not only the cam point's location, but also its creation time - with a very high probability to make the timedpath unusable.


    i bless u on your work man afrodd.gif

    98 cam points is very good :)
    79 was very "bad" for me :(
    and tnx for your little guide.. i understand it so tnx alot again! :)


    Title: Re: Rypel Cam
    Post by: joaoFCB on Sun 05.12.2010 15:05:35
    Vegas, i can't see what's the point of the demowatcher.
    it's supposed to allow us to watch demos without opening UT3? well if it is, it doesn't work for me.

    The demos now have a little green ut2k4 icon, but when i click them, nothing happens, except that a new file called "teh demo" is created, with the green icon aswell. but nothing really happens.

    do i need to change something? in the rypelcam 3.06 it says "if you install demowatcher you have to make the same change UTGame.ini"  Which same change?

    Thanks


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 05.12.2010 15:36:34
    @joaoFCB: Yes, the demowatcher starts the demoplayback if you doubleclick a demo file, supposed you installed it correctly (it asks about the ut3.exe directory, I think).

    PS, but for me the rkdemowatcher starts the demos with the correct rcam version even if I don't update the files in the ut3 installation directory, but only those in 'MyDocuments'. Seems it is not needed, the html-turorial inside the rcam download should get an update.


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Mon 06.12.2010 18:19:23
    I got some feedback from Kixzor (Failien  smiley_clap.gif smiley_worship.gif)  . He rly loves it, he told me that its so much easier to record now and all the annoying bugs are fixed and etc. etc. etc.

    He's kinda sad that he couldn't record previous kills with it, though.   msn011.gif


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Mon 06.12.2010 22:40:29
    Okay, only 98 campoints ?!? msn004.gif ... i have take this version & will test it... , thanks  afrodd.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Mon 06.12.2010 22:57:34
    Okay, only 98 campoints ?!? msn004.gif ... i have take this version & will test it... , thanks  afrodd.gif
    Yes, and I don't know how many could make sense.

    Probably rcam recalculates the whole list of present cam points instead of just the last one. That's just a presumption for now, didn't check that code yet - but at an increasing number of cam points it begins to lag more and more when you add a new cam point... and ut3 becomes instable.


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Mon 06.12.2010 23:14:00
    Really??? with the version 3.05, in my last videoS, i always used 79 campoints... for the Video of DeadlySev too ^^ & i don't see something wrong...  Crazysmile1
    I stop talking & will acting ^^


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Tue 07.12.2010 20:04:41
    Well 1st action done with rypelcam 3.06  ;D

    1/ Restored left mousebutton functionality to switch players (serverside demos only)  afrodd.gif
    2/ 3rd person view unlocked  afrodd.gif with vehicule too ^^
    3/ Num7 and num8 keys work while pressed now  afrodd.gif
    4/ I have accelerate the demo (right arrow X4), doing my campoints, reload the demo, accelerate the demo (right arrow X4) & stop just before the action and ... OMGGGGGGGGGGGGGGGG it works !!!!!!  afrodd.gif (with only 30 cam points)

    We will win a lot of time to create videos now  afrodd.gif


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Tue 07.12.2010 21:43:48
    MY UT crashes, after I installed RC306


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Tue 07.12.2010 22:04:48
    Nevermind. Works now^^


    Title: Re: Rypel Cam
    Post by: DarkHunteR on Tue 07.12.2010 22:14:22
    Nevermind. Works now^^

    how?
    what u did ??
    i install it and it dident worrk :(

    i dont see the green part in a demo
    the green part of rypelCAm..


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Tue 07.12.2010 22:30:38
    I didn't do anything. I just followed the instructions and after restarting UT3 2 times it worked ;)


    Title: Re: Rypel Cam
    Post by: joaoFCB on Wed 08.12.2010 15:34:32
    and does the rk demowatcher work for anyone?


    Title: Re: Rypel Cam
    Post by: joaoFCB on Thu 09.12.2010 19:37:11
    Vegas, how does the seekTo option work? it says: seekTo x y z
    x - minutes
    y - seconds
    z -speed at which demo should be played.

    well, how do i write it in numbers? seekTo 17 30 1, for example? if it is, it doesn't work. nor with 17301, or 17.30.1


    Title: Re: Rypel Cam
    Post by: DarkHunteR on Thu 09.12.2010 19:42:07
    Vegas, how does the seekTo option work? it says: seekTo x y z
    x - minutes
    y - seconds
    z -speed at which demo should be played.

    well, how do i write it in numbers? seekTo 17 30 1, for example? if it is, it doesn't work. nor with 17301, or 17.30.1

    i remeber i did it :
    x y z
    with space /for your exmple:
    "seekTo 17 30 1, for example"

    i dont sure about seekto


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 09.12.2010 19:53:20
    Vegas, how does the seekTo option work? it says: seekTo x y z
    x - minutes
    y - seconds
    z -speed at which demo should be played.

    well, how do i write it in numbers? seekTo 17 30 1, for example? if it is, it doesn't work. nor with 17301, or 17.30.1
    seekTo 17 30 1 is the correct format (spaces between numbers). The demo will pause at 17:30.
    The purpose of this function is to fastforward though, so don't leave the last variable (speed) at 1.

    e.g. 4 x fastforward until 17:30:    seekTo 17 30 4


    and does the rk demowatcher work for anyone?
    The rkdemowatcher works fine to me. But it is absolutely not necessary for the usage of rcam. All the rkdemowatcher does is to move a copy of the selected demo to the demos directory and start ut3 with the command to load it (that is the 'TehDemo' file you noticed).
    Simply open the demos ingame. afrodd.gif


    Title: Re: Rypel Cam
    Post by: joaoFCB on Thu 09.12.2010 20:05:12
    ah! so the z means the speed i want the demo to role untill it reaches the desired minute.

    already noticed that Vegas. thank you!  ;D

    Edit: btw, when i rec frags or ut3 movies, how do i rec the ingame sound? does fraps have an option for that? cuz using mic to rec it just sucks..


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 09.12.2010 21:03:50
    how do i rec the ingame sound? does fraps have an option for that?

    Depends on your os and fraps versoin

    WinXP, control center, sound settings, recording: Disable mic input, enable 'stereo-mix'.

    Win Vista / 7: update fraps, if you don't see any advanced sound options like these:

    (http://img96.imageshack.us/img96/2563/win7frapssound.jpg)



    Title: Re: Rypel Cam
    Post by: joaoFCB on Thu 09.12.2010 22:34:03
    aha thanks again  afrodd.gif


    Title: Re: Rypel Cam
    Post by: RypeL on Fri 10.12.2010 21:19:23
    Just wanting to say: Im very happy that you continue this afrodd.gif

    Programming takes dedication and time but it can become quite a joy to see something you just programmed actually work  Crazysmile1


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 10.12.2010 22:13:00
    @ Rypel: The compliments go to you, Rypel. wink2.gif
    Looking at the 'camcontrol' section, I wonder how you could get started to program these functions.

    A peripheral question: what game was the cinema 4d export intended for? Rcam for counter strike?

    Greetings


    Title: Re: Rypel Cam
    Post by: RypeL on Sat 11.12.2010 00:35:37
    @ Rypel: The compliments go to you, Rypel. wink2.gif
    Looking at the 'camcontrol' section, I wonder how you could get started to program these functions.

    A peripheral question: what game was the cinema 4d export intended for? Rcam for counter strike?

    Greetings

    The glory for the 3.06 version all goes to you and dont you dare to forget again to put your name in the readme next time msn011.gif

    Because you asked about the camcontrol-section heres a little history-lesson on Rcam:
    I took the math for the camcontrol section straight from university where we had a course about spline-functions. That was a kind of lucky coincident that really started rypelcam.
    At that time i was already a huge fan of UT-Movies and fraggmovies in general, so while our teachers talked about all the smooth shapes and forms you can define with this math
    i was ofcourse thinking about camerapaths :D
    So i had the math and knew how to use and shape it. The problems however were that i had never done a UT-Mod before so i didnt know where to start. And the second problem was a mental problem:
    "If noone has incorporate something obviously usefull like this into the UT-Engine by the 4 years it was already out, it should be impossible, right ?" The main problem and thing that seemed impossible at first was to figure out a way to load and control a mod in a demo, because normally you load mods into a server but not into a demo, so i didnt find any info on if and
    how that would be possible. So it took me a while to figure that out.

    Ehm oh yes the cinema 4d export -> Mostly i was more interested in trying out new things then into cleaning up the code, so the code contains some messy parts and some dead/old experiments
    like the c4d stuff. It was intended as an additional feature for the UT/TO-Rcam. I actually also gave a
    Counter Strike version a try but that is a different story -> I had an early version but it had to be programmed quite differently then the UT one and so it couldnt have been just a little
    project for me and although a Counter Strike version might have had quite an impact because Counter Strike was very big at that time i didnt want to put so much time into a counter Strike
    because i hated the game (at that time you had to either love or hate Counter Strike and its community. I was a more traditional fps oriented guy so Counter Strike players were enemys ;)).
    I played mostly TO(Tactical Ops) in that time, but i considered that much different then Counter Strike because you dont die so fast there and have more of a fight.
    Anyways: The c4d export stuff was an idea from another moviemaker i was friends with at that time. That guy helped a lot in testing the early RCam versions and in developing ideas.
    He was quite skilled in c4d so he came up with the idea to combine a c4d scene with a Rcam scene. We considered this to be the "next big step" in terms of enhancing movies. In fact i still think
    that this would be the next natural step in the evolution of fraggmovies, but its quite complicated. The idea is to recreate a RCam path in a 3D-software like c4d and this way add c4d effects to a Rcam scene.
    In fact the way that guy was doing it in our tests was that he imported thr RCam path into c4d and then exported the c4d path into Adobe Aftereffects. With that information he could do
    some cool 3D effects with the raw RCam footage. I dont really know how he did it but it looked pretty cool.
    So why did we stop going that way ? -> Well he got pretty ambitious with that idea, but the effects took a lof of time, creativity and dedication to make so he kinda got too ambitious and he lost
    motivation and never finished that movie he wanted to incorporate the effects in. After that i could have pushed the c4d idea more and onto other moviemakers, but seeing how complicated the
    c4d and Aftereffects stuff was i though it might be better to bury that for the time because i really feared that other moviemakers would get consumed by the idea "i have to have this effects
    in my movie or otherwise my movie would suck!" and then drop their movieproject in the end because they realise they dont have the time and knowledge to make such c4d effects. I find a good flow,
    sync and cutting much more important then effects so i didnt really push that c4d idea. But now you know whats the story of it. And if you think it might be time to experiment with that again,
    go ahead. I can tell you that i have seen it work and that it can produce otherwise impossible visual effects, but noone should make the error to consider it that important to learn c4d to make a good UT movie. You can make a good Mvie without that just fine.




    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 11.12.2010 13:20:42
    What a huge post, nice! xxxw00t.gif

    Higher math applied in everydays work, and it works! Engineered in Germany, that's the difference to Epic with its scrappy ut3 programming. msn011.gif


    Regarding C4D, it is powerful, but I don't think the current UT3 community would take use of it. embarrassed2
    Besides taht, the unreal engine lacks in compatibility with 3d programms (please correct me if I'm wrong). For example, you can't imoport ut3 maps in 3d programms, therefore you won't be able to alpha-mask your work with the objects in a map, and the only benefit would be the synchronized c4d camera movement. Further on, UT3's timing is too incorrect (you'd never get frame-exact results), making it difficult to bring together works from different applications.

    Nevertheless, I had in mind to use c4d for a future video - to simply set the fraps footage as c4d-background and use the c4d tools (rotation etc) for eg 3d player names. But I never had the time to do something for ut3 in the past months, and now, there is no reason for me to make a movie.


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 12.12.2010 19:31:08
    I was coding a bit on rcam today, and it worked out pretty well.
    Shifting the rcam timeline with the stroke of 2 keys makes it possible to eliminate off-synchs.


    Title: Re: Rypel Cam
    Post by: joaoFCB on Sun 12.12.2010 20:00:35
    have you researched if it's possible to rewind demos?  msn011.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 12.12.2010 20:26:03
    @joaoFCB: Looking up some discussions about rewinding demos and some tests: negative.
    If I interrupt the demo stream, all the players are disconnected and just keep standing still or run against walls, like a disconnect from an online server.
    "If noone has incorporate something obviously usefull like this into the UT-Engine by the 4 years it was already out, it should be impossible, right ?"
    If it was possible to make a mod like rcam, it'd probably also work out to rewind demos, somehow. But honestly, I'm not able to code such a feature.  msnembarr.gif


    Title: Re: Rypel Cam
    Post by: RypeL on Sun 12.12.2010 22:34:44
    @joaoFCB: Looking up some discussions about rewinding demos and some tests: negative.
    If I interrupt the demo stream, all the players are disconnected and just keep standing still or run against walls, like a disconnect from an online server.If it was possible to make a mod like rcam, it'd probably also work out to rewind demos, somehow. But honestly, I'm not able to code such a feature.  msnembarr.gif

    Yes after i could get RCam to work i thought their might also be a way to do rewind. That was also a dream of me ofcourse and had high priority. I never got close to achieving it though.


    Title: Re: Rypel Cam
    Post by: joaoFCB on Sun 12.12.2010 23:56:59
    well i dont understand anything about that. but isn't it possible to create a program extra UT3 that's able to read demos? and instead of being .demo file it could be anything else, so we could rewind and fast forward (like in normal media players), but still being able to do everything normal demo watcher allows us?

    Too complicated? ;D


    Title: Re: Rypel Cam
    Post by: DeadlySev on Mon 13.12.2010 00:12:00
    When u would have a normal video file and u would see always the same in the review and u couldnt change the view


    Title: Re: Rypel Cam
    Post by: VegasKill on Mon 13.12.2010 12:53:25
    When u would have a normal video file and u would see always the same in the review and u couldnt change the view
    Demos will require to be opened in ut3.
    I guess JoaoFCB wasn't thinking about converting demos to videos or uploading demo files directly to youtube ;D, but on controls like known from media players, that work during the normal demo playback.
    Like a time line to jump to a desired point in the playback or a reverse playback to rewind. It exists for cs:
    (http://img34.imageshack.us/img34/6047/delightcs101demos00.jpg)

    As you said...
    Too complicated ;D


    Title: Re: Rypel Cam
    Post by: joaoFCB on Mon 13.12.2010 14:53:51
    ya exactly...
    or even if the seekTo option would work to rewind aswell would be awsome enough.

    but thanks, i have some problems with RCam timedpath timing, but that ini option is really helpfull :)


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 15.12.2010 23:00:39
    New rypelcam is out, 3.07

    Updated the html-tutorial too.
    For any questions about the new features, this is the place to be. afrodd.gif

    Changes:
    - increased maximum number of cam points to 120
    - Manually synchronize the camera with Numpad+ and Numpad- during a timed path
    - 'tpstart (opt. speed) (opt. time correction)' consolecommand loads and prepares a timed path scene.
    Automates the steps of loading a cam path (like F5), enabling the timed path mode, fast forwarding until the timed path start time, hiding the rcam HUD and the UT3 HUD.
    If the optional variable speed is not set, the demo will fast forward at 2x speed until 2 secods before the timed path start time.
    If the optional variable time correction is set, the camera will start the timed path earlier (negative variable) or later respectively to the original timed path start.
    examples:
       tpstart
       tpstart 4 -0.25     
    - updated RypelCam HUD informations
    - Removed the option to change the timedpath start time in Config/UTRypelCam.ini


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Wed 15.12.2010 23:03:01
    You know what would be great? :D TO fix the crosshairbug from the sniper. If you zoom it always aims somewhere different than you did while playing...


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 15.12.2010 23:12:09
    You know what would be great? :D TO fix the crosshairbug from the sniper. If you zoom it always aims somewhere different than you did while playing...
    You should try this if you want to save demos client sidely: increase the demo recording accuracy: 'NetServerMaxTickRate=60' and 'LanServerMaxTickRate=60' in UTEngine.ini.

    However, it still will not be as accurate as your inputs while playing, since UT3 only interpolates the 'frames' of the demo. Each tick represents a demo frame if you are recording a demo, therefore UT3 will know more and guess less.  ;)


    Title: Re: Rypel Cam
    Post by: RypeL on Wed 15.12.2010 23:15:25
     wasted2 ... guess i wasent quick enough. i just posted a news about 3.06 on rypelcam.net... will post 3.07 tomorrow.

    rypelcam.net is somehow online again. It is barely functional though and i wouldnt have mind if it would have died, but i dont really make that call (i already asked the webmaster once to put the site down, but he refused tongue1). So i published 3.06 on that site aswell. I dont really care where its published though and if Vegas just wants it published and discussed here or whatever -> Just let me know. Im also trying to give Vegas admin rights on rypelcam.net. If you decide to want to post news etc there Vegas.


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 15.12.2010 23:29:17
    @Rypel: It would be a good idea to keep the topics in the discussion board on rypelcam.net.
    Especially since everything about rcam up to now links to rypelcam.net, the mod should be released there and in addition here on the dark clan homepage.

    So long, I'll try to log in at your site when the next update is on its way. msn012.gif


    Title: Re: Rypel Cam
    Post by: joaoFCB on Thu 16.12.2010 00:01:40
    the numpad + and - means you can fix the delay or (the opposite, dunno the word in english) of the timed path manually in-game??


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 16.12.2010 12:32:28
    the numpad + and - means you can fix the delay or (the opposite, dunno the word in english) of the timed path manually in-game??
    Yes, simply try it after the timed path has started. msn012.gif

    You should set up the camera to focus  a moving object at the cam path start, so that it is instantly recognizable if the camera started too soon or too late and you will be able to synchronize the timed camera path with ease.
    Set a couple of cam points sidewards a running player, vehicle or a fired projectile. If the said objects are not centered in the middle of the screen when the timed path starts, pause the demo and synchronize the camera view with numpad+/- until the player/vehicle/projectile seems to be correctly focused.

    Good luck =)


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 16.12.2010 22:39:50
    about cinema 4d: With the coordinates of the cam points, cinema 4d is able to interpolate a cubic spline. If you'd add the timing like the 'X' values in the RypelCam.ini, you'd already have your timed camera path.

    Just pointing it out, I didn't test it with rypelcam's data. ...but I'd know for what situations in a clan war video this would look good. ;D


    Title: Re: Rypel Cam
    Post by: DarkHunteR on Fri 17.12.2010 14:59:10
    wow vegasu rockkkkk
    brilliant work  and awesome version of rypelcam  afrodd.gif

    like it alot and its works great! very useful and saves time :D

    ty afrodd.gif


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Fri 17.12.2010 20:08:13
    Thanks for the RypelCam 3.07 for UT3 released  afrodd.gif
    All my compliments to you Rypel & VegasKill  msn012.gif

    maximum number of cam points to 120 OMG!!!   afrodd.gif  ;D  afrodd.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 23.12.2010 23:54:10
    Some tests to import the data from the utrypelcam.ini into cinema 4d are rather discouraging.
    The path imported fine, after I realized that Y and not Z is 'up' in C4d. Crazysmile1
    The acceleration between 2 cam points is not as accurate as it should be, therefore, to get useful data from timed paths, it probably would be necessary to mess around with the rcam code to export c4d data frame by frame. And I'm not enthusiastic over that. Project suspended. :'(

    (http://img822.imageshack.us/img822/9656/c4drcamfromini.jpg)


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 08.01.2011 00:09:09
    1) Just to come back to the 'rewind', I asked on Epic forums and it looks pretty bad for this feature. http://utforums.epicgames.com/showthread.php?t=755446 (http://utforums.epicgames.com/showthread.php?t=755446)

    2) Appearently I made some errors in the actual release of rcam, the log file grows fast.
    Sry about that, I never looked at the log file and should learn how to code properly sometime.  book.gif


    3) Just a 15 minutes ago I've heard some fantastic news...now I'm waiting for a post in here.  wink2.gif


    Title: Re: Rypel Cam
    Post by: RattleSN4K3 on Sat 08.01.2011 01:46:38
    First of all, great work VegasKill afrodd.gif and Rypel and the other developers.

    As I installed your version (I was using the previous version from time to time) i noticed the big log file. It is full of errors caused by accessing a variable of the CamHud class and 2 other classes (don't know the names atm ... maybe the DecalManager and the CamControl).
    At that time I decided to lookup into the code and try to fix these bugs and go report it here. Well I managed to fix the errors and added some improvements (atm only minor ones).

    Changelog:
    Quote
    3.07 mod v0.1
    ======================================
    - cleaned up code
    - fixed error on accessing 'CC'
    - added locked view in 3rd person based on player's viewpoint for players and Vehicles (replaced with serversided demos, 'L')

    I cannot say if there are features which won't work anymore, but for my purpose (watching demos) it's working well.

    I really got an idea to add a feature which let you rewind and fastforward the demo virtually. This means the demo is not playing but you can change the time. I think it can be achieved by recording the location, rotation and velocity of any dynamic actor (players, projetilces, weapons, flags, shots, etc.) and save them into an array. As every frame/tick is unique in UT3, the movements should be the same at every playback of the recorded objects. Don't know if UT3 can handle such big array, but it should work, as it is the same thing as the Knotens in RypelCam.
    I cannot say if it will be a good feature for edidting demos (timedpath, and so on) and if it increases the productivity because i don't edit nor i do not know how to. I just use Rypel to watch the demos.

    Furthermore I think i'm able to add a Overlay menu where you can control anything Rypelcam related stuff in that menu - like enabling 'Path Edit Mode', pick a specific CamPoint, Players, etc. It's alot of work but i think it would be good to have such feature in it.

    I'm currently working on a clean version from scratch just to implement new features easily as the code is a bit messed up.

    I do not know if i break any copyright because there are none (at least not listed in the readme.txt) but i did not published the code else nor taking any profit out of it. I just did it for my own purpose and want to share the result.

    Download:
    RSCamEx_v0.1_(Rypelcam_v3.07).zip (http://www.mediafire.com/?kzi106e0n7yag)

    It's only the compiled script. Let me know if you're interested in.

    Btw. hi all :)))


    Title: Re: Rypel Cam
    Post by: joaoFCB on Sat 08.01.2011 01:58:31
    i'm 110% interested!!  afrodd.gif


    Title: Re: Rypel Cam
    Post by: DeadlySev on Sat 08.01.2011 11:58:54
    dito!


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 08.01.2011 12:59:35
    Btw. hi all :)))
    Hey Rattlesnake, you're welcome. wink2.gif

    I appreciate every aid and feedback, especially from some one with an unreal script knowledge like yours, that could allow to introduce useful new features or major modifications many people hope for.
    For example such a dynamic menu to select players (and more) sounds very good. afrodd.gif

    If you want to contact Rypel for copyright concerns and closing the source, you may send him a pm (btw, he is German, too).


    I will check out your update this evening. ...I always wanted to get the vehicle view as it is in client side demos. The 'frontview' is kind of unusable for vehicles with turrets. Gj.

    Greetings, Vegas


    PS: if you'd find it useful, I could make a non-public section in the forum for rypelcam developers, to discuss features, speek German with rypel etc.


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 08.01.2011 18:31:49
    I just ran a quick test with the updated rcam version by Rattlesnake.
    The view of the camera in vehicles is great, it is the same as while playing.

    The changes to fix the logfile warnings about missing 'cc' are causing some problems though.
    The cam points are not visible and ut3 crashed when I tried to change the visibility mode (numpad9) or selected a cam point (with numpad+/-).


    ...I'll open up a separate board for developers.


    Title: Re: Rypel Cam
    Post by: RattleSN4K3 on Sat 08.01.2011 19:25:52
    Oh great that you open up a new thread. I will add there a post soon.

    I just ran a quick test with the updated rcam version by Rattlesnake.
    The view of the camera in vehicles is great, it is the same as while playing.
    It's just a simple function, you can add it to the RCam version as well. Well i changed the name to not interrupt with the original version.

    The changes to fix the logfile warnings about missing 'cc' are causing some problems though.
    The cam points are not visible and ut3 crashed when I tried to change the visibility mode (numpad9) or selected a cam point (with numpad+/-).
    That's why i want to create RCam from scratch since it's a bit messed up code (version 3.1 if you want). So it wil be easier to add functions to it.


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 19.01.2011 12:47:19
    and does the rk demowatcher work for anyone?
    I discovered the rkdemowatcher doesn't work in combination with the 'mapmixer' mod that among other things loads a different menu. Maybe you have that installed?


    Title: Re: Rypel Cam
    Post by: joaoFCB on Wed 19.01.2011 14:54:11
    no.i don't have it anymore.

    what the rk does for me is (when i double click any demo in Demos folder) copy that same demo to a new one with the name as tehDemo. then, on DemoPlayback in UT3, there's the same demo plus tehDemo to be watched. so for me there's no big utility about rkdemowatcher.


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 19.01.2011 17:46:37
    The rkdemowatcher should start ut3 for you and directly begin with the demo playback.
    Invalid path to the UT3.exe when the demowatcher was installed?


    Title: Re: Rypel Cam
    Post by: RattleSN4K3 on Wed 19.01.2011 21:14:26
    The main problem about rk Demowatcher is the problem that the script which should be excuted on game start, is not properly executed when you're having the AutoLogin feature enabled.

    In order to run rk DemoWatcher, you need to disable the AutoLogin feature (logout and untick "Auto login").

    Well, as is see its nothing special about rk Demowatcher, i created a batch script, which is quite good. You can edit things directly (not needed imo), and you see what's done by the rk Demowatcher.

    My script will run without rk Demowatcher and does the same thing (one difference, files doubleclicked in the 'Demos' folder will not be copied).


    @fcb: Do you have autologin?

    ---------------------------

    RSDemoLinker

    Download:
    RSDemoLinker v0.1 (http://www.mediafire.com/?zzkryqg9snhbqvd)

    Installation:
    Quote
    1. Extract the content into a folder
       (like "C:\Program Files\RSDemoLinker")
    2. Goto that folder and start:
       > Install.bat
    3. Enter your path of your UT3 installation location
       (e.g. "C:\Games\Unreal Tournament 3\Binaries\")
    4. Enter a 2nd path of your user files of UT3
       (e.g. "C:\Users\<USERNAME>\Documents\My Games\Unreal Tournament 3\UTGame\Demos\")
    4. A new batch script will be created. The paths will be saved into this newly created file.
    5. Double click any demos out of the explorer
       (if the file is not in the 'Demos' folder the file will be copied temporarly)
    6. Enjoy


    Title: Re: Rypel Cam
    Post by: joaoFCB on Wed 19.01.2011 21:23:33
    that script looks nice!  xxxw00t.gif

    yeah rattle... i do have it enabled ^^

    EDDIT: no i don't. i was confusing auto-login with save password. it's disabled. maybe it's what vegs said, bad redirect while installing.


    Title: Re: Rypel Cam
    Post by: Axwell{VS} on Sat 02.04.2011 20:52:41
    hey ppl  ihave a question !!! when u made the road , put the speed and all is ok !! in demo !!! how to record ? need to use fraps ?


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 02.04.2011 21:12:46
    hey ppl  ihave a question !!! when u made the road , put the speed and all is ok !! in demo !!! how to record ? need to use fraps ?
    Yes, fraps is the first choice screen recording software for 3d games. Also Xfire, camtasia and others can be used to record the rypel cam scenes.


    Title: Re: Rypel Cam
    Post by: Axwell{VS} on Sat 02.04.2011 21:15:28
    ok thx ! but at what fps i need to set it (to be good video, and to not have a lot og GB ...) ?


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 02.04.2011 21:45:22
    ok thx ! but at what fps i need to set it (to be good video, and to not have a lot og GB ...) ?
    30 fps - depending on the write performance of your hard disks, fraps may not be able to keep up with more fps at elevated video resolutions anyway. And youtube recodes videos to 30fps only, as for now.
    Set frame smoothing in ut3 to the same amount of frames like fraps records at.

    For raw video downloads more fps would be useful, say, up to 50-60 fps.


    If storage space is a problem for you: virtualdub allows to trim the fraps footage in a quick and lossless way ('direct stream copy').


    Title: Re: Rypel Cam
    Post by: Axwell{VS} on Sun 03.04.2011 06:47:49
    ok thanks.  :)))


    Title: Re: Rypel Cam
    Post by: DeadlySev on Sun 22.05.2011 16:41:33
    i have a new strange bug...maybe since i ve installed rcam:

    everytime i start to demorec my mouse is becoming very slow, no clue why!!


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 22.05.2011 18:24:08
    i have a new strange bug...maybe since i ve installed rcam:

    everytime i start to demorec my mouse is becoming very slow, no clue why!!
    rcam is active only during the demo playback. The demorecspectator (still the default by Epic for demo recording) shouldn't be affected in any way. Proof check this by restoring DecalManagerClassPath=UTGame.UTDecalManager in UTGame.ini (=do not load RypeL Cam).


    Title: Re: Rypel Cam
    Post by: DeadlySev on Sun 22.05.2011 20:27:10
    didnt helped...maybe i ve got it since i use the game and engine ini from blo0dy? msn004.gif


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Sun 22.05.2011 21:52:56
    UUUUUUUUH! its bloodys fault!

    I never witnessed anything similar :>


    Title: Re: Rypel Cam
    Post by: DeadlySev on Mon 23.05.2011 08:51:34
    i will record it today  xxxras.gif
    BLAME BLÖDIE! msn012.gif


    Title: Re: Rypel Cam
    Post by: joaoFCB on Mon 23.05.2011 14:01:45
    and why do "we" have 3.07 but Vegas has 3.08?  xxxshifty.gif


    Title: Re: Rypel Cam
    Post by: DeadlySev on Mon 23.05.2011 18:56:06
    and why he has installed ut3 again!?  afrodd.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Mon 23.05.2011 19:20:21
    This:
    and why he has installed ut3 again!?  afrodd.gif

    Is the answer to that:
    and why do "we" have 3.07 but Vegas has 3.08?  xxxshifty.gif


    Title: Re: Rypel Cam
    Post by: DeadlySev on Mon 23.05.2011 19:22:58
    sev <3 joao! gaypower ftw


    Title: Re: Rypel Cam
    Post by: joaoFCB on Mon 23.05.2011 19:45:24
    i just wanted to ensure a new rypel cammy was coming out <3


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Mon 23.05.2011 19:51:22
    Maybe it's the aimbot thats causing the problems Sev?!


    Title: Re: Rypel Cam
    Post by: DeadlySev on Mon 23.05.2011 19:53:16
    maybe i will try it without!...

    what?..shit...a trap!!!!


    Title: Re: Rypel Cam
    Post by: VegasKill on Tue 19.07.2011 22:44:59
    RypeL Cam 3.08 is released:

    Download: RypelCam UT3 Edition v3.08 (http://www.ut3darkclan.com/include/downloads/Rcam3.08.zip)

    Changes from 3.08 to 3.07:

    - fixed error on accessing 'CC'
    - added locked view in 3rd person based on player's viewpoint for players and Vehicles
       (replaced with serversided demos, 'L')
    - enhanced the spectate projectile function (Numpad 6)
       the W and S keys smoothly change the spectating distance
       eased access to the function
    - replaced spline texture


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sun 21.08.2011 00:21:12
    Thanks Vega  afrodd.gif

    I'm actually doing a fragmovie with the version3.07 & do you think that i need to change rypelcam for the last version?


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 21.08.2011 07:45:55
    Thanks Vega  afrodd.gif

    I'm actually doing a fragmovie with the version3.07 & do you think that i need to change rypelcam for the last version?
    Yes, I recommend the update, considering the 'cc none' access errors in 3.07.
    Each frame, UT3 writes error warnings about a missing camera class to the logfile - restraining the write performance of your hard disk. In theory, 3.08 should increase the fps you can record with fraps.

    ps. there is still a 'cc none' warning if you spectate a vehicle/hoverboard. - to be fixed in a future version. ;)


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sun 21.08.2011 12:27:31
    Thanks Mister Vega for your advice & your help on rypelcam  afrodd.gif
    Scientist.pac will take my sequences on rypelcam & add some effects on it ;)

    A present for you Mister Vega  ;D : http://www.youtube.com/watch?v=ZttW1fqkIXA (http://www.youtube.com/watch?v=ZttW1fqkIXA)

    You will see some NEW awesome fraps that you never did in UT3 (sure !!! ^^)... This is the reason why you see, since a few weeks, some BKRT in public doing ... lol unreal frags  msn012.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 21.08.2011 20:20:45
    Thanks Mister Vega for your advice & your help on rypelcam  afrodd.gif
    Scientist.pac will take my sequences on rypelcam & add some effects on it ;)
    Great, I'm waiting for it! BkrT got the <Pile>! ;D


    Title: Re: Rypel Cam
    Post by: scientist.pac on Sun 21.08.2011 22:50:12
    yes devil ^^ i hope you wont be disappointed :p


    Title: Re: Rypel Cam
    Post by: Assasins on Fri 23.09.2011 17:31:45
    Hi everyone, when i set roll to camp points and synchrnize time path by + - or tpstart -0.2 roll is disappears.
    Is it possible to solve this problem? Thanks.


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Fri 23.09.2011 18:02:56
    I suppose you used the last version of rypelcam?
    I  didn't test it at this moment... Maybe it only work with a manual start (without time path numpad 3)...


    Title: Re: Rypel Cam
    Post by: Assasins on Fri 23.09.2011 18:22:56
    Edit: i used 3.07 and 3.08, result is the same.


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 23.09.2011 19:28:26
    Hi everyone, when i set roll to camp points and synchrnize time path by + - or tpstart -0.2 roll is disappears.
    Is it possible to solve this problem? Thanks.
    There are two options:

    The demo is a clientside demo:
    roll should work fine except the demo owner enters a vehicle (->roll=0).

    Serverside demos:
    the roll function is blocked since patch 1.4 / UT3 2.0 for unknown reasons to Rypel/Rattlesnake/me.
    The log shows correct values for the player controller, but evidently roll is overwritten.

    There is a loop hole though, that brings roll back:
    The roll function works while the demo is paused, as you can see when synchronizing the demo with num+-.
    This allows to pause the demo before taking screenshots - the dumpframes function was improved for the upcoming rcam 309 and will feature roll for dumpframe records (= lots of screenshots to convert to an avi or other media with a program like virtual dub - short tutorial will follow on the new rypel cam homepage somewhen -> http://www.rypelcam.com (http://www.rypelcam.com)). afrodd.gif

    For timed paths the roll doesn't work yet, even with dumpframes - but that is just a question of coding & spare time. rcam 3.09 -2 weeks? :)))


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 23.09.2011 20:59:06
    For timed paths the roll doesn't work yet, even with dumpframes - but that is just a question of coding & spare time.
    Got it, roll will work also for timed paths.


    Title: Re: Rypel Cam
    Post by: Assasins on Sat 24.09.2011 12:00:52
    Got it, roll will work also for timed paths.
    Great, ty.


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 24.09.2011 21:08:23
    Rcam 3.09 will allow to set the recording fps in UTRypelCam.ini + multiply the video resolution for high-res images while playing at a lower game resolution.


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sun 02.10.2011 16:58:31
    Rcam 3.09 will allow to set the recording fps in UTRypelCam.ini + multiply the video resolution for high-res images while playing at a lower game resolution.

    Vega number1 ^^

    Rypel, Creating a new account is currently not possible on your website & i cant login :(


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 02.10.2011 19:32:35
    Rypel, Creating a new account is currently not possible on your website & i cant login :(
    I'll tell Gammo, he runs the homepage. Thx devil for pointing this out.

    Edit: Gammo created my account, it actually wasn't me to post on the frontpage, whatsoever. So I tried to register an account now... and it worked.

    Did you get and confirm an email? Copy the link to the adress bar and hit enter, because it seems not to be a clickable link for some reason.

    Gl and see you there for rcam tutorials somewhen soon. ^-^


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Mon 03.10.2011 18:06:34
    YESSSSSSSSSSSSS !!!!!!!!!!!!!!!!!
    So, i will see an other video from you Vega ;D

    For the website of Rypel, i know that gammo send all the old post we wrote in the past  msn012.gif
    I can't again create an account ^^ i put 13 caracteres in the password & it tell me that :
    "Your password is too short. It should be atleast 5 characters." Gneee?!?  Crazysmile1
    I don't receive any mail.

    Thanks Vega.


    Title: Re: Rypel Cam
    Post by: VegasKill on Mon 03.10.2011 19:35:14
    YESSSSSSSSSSSSS !!!!!!!!!!!!!!!!!
    So, i will see an other video from you Vega ;D
    Just plain tutorials as an addition to the readme. Nothing like a fragmovie or suchlike fancy edited stuff. embarrassed2


    i put 13 caracteres in the password & it tell me that :
    "Your password is too short. It should be atleast 5 characters." Gneee?!?  Crazysmile1
    I don't receive any mail.
    Try to combine alphabetic and numeric characters in your password.


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Wed 05.10.2011 16:52:29
    My password with 13 caracters was alpha-numérique
    So i give up ^^


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 06.10.2011 11:57:22

    I have run some series of rcam projects and listed improvements to apply in rcam 3.09; the coding is done. After some more formalities the new rcam version will be released on the official homepage.

    My password with 13 caracters was alpha-numérique
    So i give up ^^
    Duh, okay. :-[ ::)


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 08.10.2011 11:44:30
    RypeL Cam 3.09 is out:

    After acquiring a certain basic level of uscript knowledge I'm proud to publish RypeL Cam 3.09 for UT3 which covers a decent list of bug fixes and improvements in the workflow.

    Many thanks to RypeL and Rattlesnake for helpful advices and setting up an SVN.


    Download: http://www.rypelcam.com (http://www.rypelcam.com)


    Changes from 3.09 to 3.08:

    - enhanced funcion dumpframes():
     -- enabled roll for timed paths
     -- 'dumpfps' consolecommand sets the recording fps for dumpframe records (default: 'dumpfps 30')
     -- 'dumpres' consolecommand sets the tiledshot value for dumpframe records (default: 'dumpres 1')
     -- configurable fps rate and tiledshot factor in UTRypelcam.ini
      --- [RCam309.CamHUD] 'tiledshot_factor=30'
      --- [RCam309.CamHUD] 'dumpframes_tiledshot_factor=1'

    - camera update functions migrated from timer() to tick()
     -- camera continuously updates in 'Rcam Mode'
     -- updates are decoupled from the demo time
      --- smooth camera location & rotation updates, also in slowmotion ('arrow left', 'arrow right')
      --- slow motion changes do not affect the camera speed
      --- camera properties (speed, roll, fov settings) operate slightly different

    - triggerable spline update function
     -- 'update' consolecommand toggles the camera path to update only when required
     -- [RCam309.CamControl] 'do_not_update_Spline' in UTRypelcam.ini
     -- Camera paths can be saved ('F4') without prior spline update

    - tick functions migrated from Interaction class [CamHUD] to actor class [RCamDecalmanager]
     -- follow projectile & dumpframes functions are executed also in paused mode
     -- Dumpframes function in pause modus enables rotation.roll

    - function 'startpaused' pauses the demo right at the beginning
     -- UTRypelcam.ini: [RCam309.CamHUD] 'bstartpaused=true'
     -- 'startpaused' consolecommand toggles setting ('F4' saves to UTRypelcam.ini)

    - 'mouse X' consolecommand sets the mouse sensitivity to the value X (different from ut3 input settings)
     -- example (default value): 'mouse 30'

    - 'middle mouse button' sets cam points (same as 'numpad five')
    - 'F' toggles pause (same as 'arrow down')
    - recommended cam point distance shown on HUD
    - cam path progress (%) shown on HUD
    - restored targetlook (enable: 'numpad multiply', settarget: 'numpad zero')
    - camera interferences (e.g. due to mouse movement) are prevented during rcam mode or while viewing cam points
    - 'right mouse button': free cam appears near the spectated player before changing to free cam mode
    - 'right mouse button': Camera view remains unaltered when leaving the rcam mode or viewing cam points
    - BlendedTargetViewRotation() interpolates the rotation of players in locked behindview more fluidly
    - fixed hud cc access error while in vehicles
    - fixed cc access error in [Knoten]
    - help menue ('F1') is shown only if scoreboard is hidden
    - updated on-hud help informations
    - client demos: do not exit free cam mode when player enters vehicle
    - removed: 'TimedPathPawnName', 'fixedfps' and 'tpdelta' variables




    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sat 08.10.2011 14:30:34
    Looks awesome  afrodd.gif
    camera properties (speed, roll, fov settings) operate slightly different
    enabled roll for timed paths  afrodd.gif
    etc...
    Thanks MIster Vega  msn012.gif


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sat 08.10.2011 17:24:40
    I just test the last version.
    right clic mouse & your camera is near your player you have selected just before  afrodd.gif
    Rolls do not work with timepath  msn004.gif
     msn012.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 08.10.2011 18:18:15
    Rolls do not work with timepath  msn004.gif
     msn012.gif

    Roll works exclusively while recording footage with the dumpframes mode (F2).
    Not of use if you intend to record with Fraps and similar screen recording programs.
    A tutorial to properly record dumpframes and convert them to a lossless avi video will follow.

    Btw, read the dumpframes section in the included html-tutorial in order to run ut3 with the benchmark start parameter, which is required to record all frames without skipping half of them.
     
    ...Create a UT3.exe shortcut and add the parameter -Benchrmark, like:
    Code:
    "C:\Programme\Unreal Tournament 3\Binaries\UT3.exe" -Benchmark
    Do not bother the game running 10 times as fast as normal, just slow the demo down with the scroll wheel or left arrow key. The dumpframes footage will have the selected fps no matter of the slowmotion factor of the game.


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 14.10.2011 21:12:30
    I overlooked a flaw in rcam 3.09 before publishing it: the rotation of the first 4 camera points is not saved correctly. Consider that and set a couple of replacement cam points at the beginning of a project.


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Mon 17.10.2011 17:22:02
    I overlooked a flaw in rcam 3.09 before publishing it: the rotation of the first 4 camera points is not saved correctly. Consider that and set a couple of replacement cam points at the beginning of a project.

    Yes Mister Vega ;)
    I ALWAYS start(ed) my campath 5 seconds before the start of the real action since the version 3.07  msn012.gif

    i go on the rypelcam.ini and change the TimedPathStartTime=400.998138 to TimedPathStartTime=390.998138 'it's an example)
    C:\Users\XXXXXXX\Documents\My Games\Unreal Tournament 3\UTGame\Config
    Other example, if your action is at the end of a demo, i take more time TimedPathStartTime=900.998138 to TimedPathStartTime=880.998138

    & after i do the same like this so wonderful video  afrodd.gif  ;D

    http://www.youtube.com/watch?v=q9WTgFnM-cQ (http://www.youtube.com/watch?v=q9WTgFnM-cQ)


    Title: Re: Rypel Cam
    Post by: VegasKill on Mon 17.10.2011 18:04:43
    Yes Mister Vega ;)
    I ALWAYS start(ed) my campath 5 seconds before the start of the real action since the version 3.07  msn012.gif

    i go on the rypelcam.ini and change the TimedPathStartTime=400.998138 to TimedPathStartTime=390.998138 'it's an example)
    [...]
    if your action is at the end of a demo, i take more time
    Good point, veteran movie director! ;)
    The longer the demo runs, the bigger the time variance can grow.


    One more tip regarding this, if the camera starts too soon:
    You can get a better overview of the cam points and the object you use for synchronizing by hitting the right mouse button.

    Now it should be easier to know when to pause the game. IMO this could be useful if you use only few cam ponits for synchronizing, i.e. you easily could miss the right time to hit pause.

    With 'numpad 3' the camera is set back on the camera path, than go on as usual with synchronizing ('num+/-').


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Tue 18.10.2011 17:56:31
    i.e. you easily could miss the right time to hit pause ? ? ? internet explorer ? ? gnee??? ^^
    I don't understand what you mean here ^^

    "veteran movie director"  ;D i prefer the title that rypel gave to me : RypelCam Master  xxxlaugh.gif xxxlaugh.gif xxxlaugh.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Tue 18.10.2011 19:00:27
    i.e. you easily could miss the right time to hit pause ? ? ? internet explorer ? ? gnee??? ^^
    I don't understand what you mean here ^^

    Just interprete it in the following way: there is only a short section of the cam path you'll use for synchronizing the camera: the first few cam points.

    If you miss to synchronize the camera while the projectile is alongside these cam points, your chance to fix Epic's broken time in UT3 has gone.

    Change into the free cam mode if the rcam mode offers only a bad perspective, which is very likely, considering the purpose of these first cam points (Numpad 3 to go back on the camera path).

    Hope this wasn't even more gnee to you now. xxxlaugh.gif
    A video tutorial for dumpframes + synchronizing and whatnot may come in a week or so. wink_smiliexgif


    p.s.  ' i.e.' = in other words

    "veteran movie director"  ;D i prefer the title that rypel gave to me : RypelCam Master  xxxlaugh.gif xxxlaugh.gif xxxlaugh.gif
    Ok, lol


    Title: Re: Rypel Cam
    Post by: Assasins on Tue 25.10.2011 20:16:19
    Vegas I hope that you will make some video tutorial becouse rolling with time pathing still don't working for me for some reason... Besides in this version rypel don't consider the viewpoint. So it just flying and looking on right(for example.)


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 26.10.2011 17:39:47
    Vegas I hope that you will make some video tutorial becouse rolling with time pathing still don't working for me for some reason... Besides in this version rypel don't consider the viewpoint. So it just flying and looking on right(for example.)
    Actually, it's rendering while I'm writing this post. :)
    But I ain't gonna leave my pc on over night to upload the tutorial, since it's in my bedroom and Telecom Italia's upload rate for flats is just pathetic. :P

    About the camera looking blocked in one direction: the camera will work correctly as soon as there are 4 or more cam points. Just set some 'dummy' cam points before you want to set the actual camera path.
    This bug is already fixed in the development build I used for the dumpframes tutorial video, and the fix will come with rcam 3.10.


    Title: Re: Rypel Cam
    Post by: Assasins on Thu 27.10.2011 13:30:09
    Actually, it's rendering while I'm writing this post. :)
    But I ain't gonna leave my pc on over night to upload the tutorial, since it's in my bedroom and Telecom Italia's upload rate for flats is just pathetic. :P

    About the camera looking blocked in one direction: the camera will work correctly as soon as there are 4 or more cam points. Just set some 'dummy' cam points before you want to set the actual camera path.
    This bug is already fixed in the development build I used for the dumpframes tutorial video, and the fix will come with rcam 3.10.
    Thanks very much. Sure upload this as comfortable as you need =) But what about rolling and timepath? Is it needs some "dummy" cam points too?


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 27.10.2011 18:13:58
    Video is up, read here (http://www.ut3darkclan.com/forum/index.php?topic=1532).

    Thanks very much. Sure upload this as comfortable as you need =) But what about rolling and timepath? Is it needs some "dummy" cam points too?
    Roll and timed path is covered in the tutorial.

    About the dummy cam points: the first four cam points do not work, and only the first four - the remaining project works just fine. So trash 4 cam points in the beginning and start with the real project with the fifth cam point.


    Title: Re: Rypel Cam
    Post by: VegasKill on Tue 29.11.2011 23:40:03
    Rypel Cam 3.10 is out!

    Mostly just bugfixing and a basic update to the 'follow projectiles' function (numpad six).

    That 'follow projectiles' function actually should have become a 'relative camera', but the code is only half-done and I won't be able to complete it anytime soon. But I'll get back to it and try to follow all kind of actors - not just projectiles, consider the target's rotation when setting vector locations etc.

    Download: just give Gammo some time to update www.rypelcam.com (http://www.rypelcam.com).


    Changes from 3.10 to 3.09:

    - bugfix: set rotation of the first four cam points
    - modified spec cam speeds
    - 'Numpad 6' follows projectiles
     -- Movements generate a relative offset between camera and projectile locations
    - 'Numpad 6'+'X' follows projectiles as in prior Rypel Cam versions (rotation centers projectile)


    Title: Re: Rypel Cam
    Post by: aka_sova on Wed 30.11.2011 16:41:11
    Fuck yea! afrodd.gif


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Wed 30.11.2011 19:46:39
    Rypel Cam 3.10 is out!
    BLABLABLA...  blablabla.gif

    Changes from 3.10 to 3.09:

    - bugfix: set rotation of the first four cam points
    - modified spec cam speeds
    - 'Numpad 6' follows projectiles
     -- Movements generate a relative offset between camera and projectile locations
    - 'Numpad 6'+'X' follows projectiles as in prior Rypel Cam versions (rotation centers projectile)

    Yeah i saw it on rypelcam.com, but i can't answer on this website  ;D ...
    I lost a lot of campoints on the actions using rypelcam in my last video ^^ made with the version 3.09
    http://www.youtube.com/watch?v=BhQM7-6gTmE (http://www.youtube.com/watch?v=BhQM7-6gTmE)
    I don't like the version3.09 cause the distance between the campoint is short... hummm maybe it's the same on the others versions ... but more crash on this version... maybe cause of my crazy campoints i put ... ^^
    If you did not make this new version 3.10, i think that i used the 3.07 or 3.06
    Thanks

    PS : I will test this new version with a new VCTF movie ... ^^ wait & see


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 30.11.2011 20:15:40
    I don't like the version3.09 cause the distance between the campoint is short... hummm maybe it's the same on the others versions ...
    What do you mean by short distance between campoints?
    The cam points are as far apart from each other as you set them. ;)

    Just keep the longest distance less than 15 times the shortest distance and vice versa, as in every Rypel Cam version (That keeps the calculation effort below infinitely high levels and allows rcam to draw paths without oversteered slopes as opposed to the similar tools to Rypel Cam like the dummy/kill cams in Quake, COD, Battlefield etc. - Rypel's hobby work is far more professional than these! ;)).


    You should NEVER come close to that limit. Try to always set the cam points in an equal distance to each other (best practice in rcam usage. Even if you're just going straight forward in space).
    In case, the RCam HUD tells you the optimal cam point distance.



    Nice movie :))) 


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Fri 02.12.2011 18:09:44
    Thanks  msn012.gif

    "What do you mean by short distance between campoints?"
    You said it Vega,  "Try to always set the cam points in an equal distance to each other " It's true but i desagree ^^
    I made my own experience with rypelcam, i really don't know how many hours i passed with Rypelcam ^^

    The secret for having a great campath is to know the timing of the actions, drawing & play, of course, with the time when you put your campoints (with equal distance as you said) like a musical score, the time is really important
    It's really hard to explain it in english sorry ^^'

    "the RCam HUD tells you the optimal cam point distance."
    LOL cauZ as i remembered, i was always not agree with that ^^ & -400 +300 were often used :D in my last video ^^
    Maybe, that why UT3 crashed after 70 / 80 campoints  msn004.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 02.12.2011 21:36:24
    You said it Vega,  "Try to always set the cam points in an equal distance to each other " It's true but i desagree ^^
    I made my own experience with rypelcam, i really don't know how many hours i passed with Rypelcam ^^

    The secret for having a great campath is to know the timing of the actions, drawing & play, of course, with the time when you put your campoints (with equal distance as you said) like a musical score, the time is really important
    You really are experienced, Master of Rypel Cam! ^-^ - I know and like your way of making movies!
    I just wanted to help you bypass a weak point in rcam's code. Rypel originally intendet to allow recording single frags or similar short scenes that deal with no more than 30 cam points.

    But with 60, 70, 80+ cam points, some code sections in rcam are likely to crash UT3.
    Rcam re-draws the whole cam path every time a new cam point is added (and at various further occasions).




    This is an experiment where the 'old' cam path is not removed when a new one is calculated. The shapes of the paths vary, because they depend on the cam ponits prior and behind an intersection.
    In other words, if a cam point in the path is modified, the path needs to be re-drawn - and by default, this happens with every new set cam point.


    The view in the screenshot shows the very end of the cam path. After every cam point, you can see one further cam path. This is what the lables 1,2  - 1,2,3  - 1,2,3,4   are supposed to illustrate.

    (http://img535.imageshack.us/img535/4641/rcammultiplepaths.jpg)

    This requires some heavy calculations, which get more complex by:
    - increasing the number of cam points
    - more irregular distances between cam ponits (devil :))



    This formula is used for drawing smooth slopes in the cam path, without 'overshoots' as in the cubic spline calculation (left graph).

    In uscript, this formula looks even a bit more complex. msn012.gif Crazysmile1

    (http://img856.imageshack.us/img856/1854/rcamcalcx.png)

    Since rcam 3.09, you can change this behaviour of rcam. But do this only if you want to avoid crashes. smiley_x0.gif
    In rypelcam's ini, set: do_not_update_Spline=True

    Result:
    - The cam path only updates before it is required -> before the camera starts to fly along the path
    - Rypel Cam can do the required math to draw a cam path from the data it loads with 'F5', so there is no need to update the cam path before SAVING the project ('F4'). (could lead UT3 to crash)
    - In the case that a previously saved project keeps crashing on you (instead of drawing the cam path), manually edit 'UTRypelCam.ini'. For example, reduce the amount of cam points by decreasing the 'Z' value
    - side effect:
     --the white dots between cam points will disappear,
     -- so does the advised cam point distance from the rypel cam HUD.


    Hope I could annoy you at least a little bit with such a huge post. tongue1


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Sun 04.12.2011 09:56:13
    Holy shit


    Title: Re: Rypel Cam
    Post by: DeadlySev on Sun 04.12.2011 13:00:21
    Holy shit
    nothing more to say...i was just like  :-X


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Wed 07.12.2011 18:44:56
    Pfiuuuuuu what a technical post, the formula is impressive  smiley_worship.gif
    It's interresting  msn012.gif

    For the irregular distances, i used to put severals campoints with  high reduced time like i did (& u2) with the tank fire ^^ (This is the most difficult to do with rypelcam  msn012.gif )

    Thanks to youu Vega, MY rypelcam Master  afrodd.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 18.12.2011 14:47:48
    For the irregular distances, i used to put severals campoints with  high reduced time like i did (& u2) with the tank fire ^^ (This is the most difficult to do with rypelcam  msn012.gif )
    Yes, it is no problem if you slow down the demo while you create your path: it is not the the time between cam points that matters, but the distance between the cam points.


    This was implemented in 'follow projectiles' (numpad 6):
    follow all kind of actors - not just projectiles, consider the target's rotation when setting vector locations etc.
    Actually it doesn't select players/vehicles yet, but it shall not be a problem to change that. 'Relative Cam' is coming! afrodd.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 08.01.2012 21:31:49
    Just sent Gammo the new RypeL Cam 3.11 to publish on rypelcam.net (http://www.rypelcam.net).



    Changes from 3.11 to 3.10:

    - switch players: 'X'+'Scrollwheel'
    - view previous player: 'X'+'Leftmousebutton'
    - follow target with relative camera
       - select player: 'numpad 0'
       - select projectile: 'numpad 6'
    - orbit projectile: 'X'+'numpad 6'
    - HUD update (time & player names)
    - restored 'p': pausing the demo affects camera
    - removed unused classes


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 11.01.2012 21:53:58
    Gammo published RypeL Cam 3.11 on the official rcam homepage! afrodd.gif
    Download: http://www.rypelcam.com/index.php/4-unreal-tournament-3.html (http://www.rypelcam.com/index.php/4-unreal-tournament-3.html)

    Demonstration: follow players or projectiles with numpad 0 or 6.
    Speccam is attached to (and can be moved freely around) the target.
    http://www.youtube.com/watch?v=0iQQ3RD4-nU (http://www.youtube.com/watch?v=0iQQ3RD4-nU)


    Title: Re: Rypel Cam
    Post by: RypeL on Thu 12.01.2012 19:31:06
    Nice work. I think this can be a very usefull feature  afrodd.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 13.01.2012 13:42:17
    Thanks, RypeL.

    Rattlesnake suggested me to make a Gta 4 like trailer in UT3. *lazy me ;D

    http://www.youtube.com/watch?v=zaqBBD3QQ_I& (http://www.youtube.com/watch?v=zaqBBD3QQ_I&)

    btw, I should mention that, in client demos, you can select players other than the demo owner with 'X'+Scrollwheel.

    This works also with 'numpad 0' if you want to follow a player, but that is not optimized and I won't invest any extra work because of UT3 client demos being incompatible.
    The target's roll rotation causes the camera to wobble and the only use of following a player is to place the camera behind his weapon to fake a 1st perspective-like view.


    Title: Re: Rypel Cam
    Post by: Bloody.Bender on Fri 13.01.2012 13:50:59
    Thanks, RypeL.

    Rattlesnake suggested me to make a Gta 4 like trailer in UT3. *lazy me ;D

    That would be awesome!


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 03.02.2012 13:13:45
    RypeL Cam is now available for Red Orchestra 2, Heroes of Stalingrad.

    http://www.youtube.com/watch?v=m-pHaoVvMww (http://www.youtube.com/watch?v=m-pHaoVvMww)


    Title: Re: Rypel Cam
    Post by: l3oomer on Fri 03.02.2012 13:45:18
    do you play it Vegas? is it any good


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 03.02.2012 20:41:06
    do you play it Vegas? is it any good
    No, I don't. Crazysmile1


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Fri 16.03.2012 20:35:16
    where is the Rcam? v3.12  ;D


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 16.03.2012 21:04:10
    where is the Rcam? v3.12  ;D
    Should be published soon on rypelcam.com.


    Or you can get it here:


    [attachment deleted by admin]


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sat 17.03.2012 17:22:06
    Thanks  msn012.gif


    Title: Re: Rypel Cam
    Post by: VegasKill on Tue 19.06.2012 22:24:42
    Upon repeated request, here comes a RCam which allows to place more cam points than 120. Not unlimited, but something over 500, before too many operations at once hang up UT3 (can't bother to further improve that, newer engines can handle more operations / more cam points).

    I hoped that HiRez would care about adding RCam in Tribes:Ascend, but demo recordings are not quite on the top of their priorities list. Cleaned up the source, applied some formatting standards & added documentations to the technical parts, but that is the downside of F2P systems, it seems.

    Oh, and Rattlesnake provided code for a smoother locked behindview rotation.


    Download in the attachment:

    [attachment deleted by admin]


    Title: Re: Rypel Cam
    Post by: joaoFCB on Wed 20.06.2012 10:15:53
    This makes me wanna make more frag movies :3
    Thanks once again VegasRaptor  afrodd.gif


    Title: Re: Rypel Cam
    Post by: RattleSN4K3 on Sat 07.07.2012 08:36:53
    The official RypelCam site (rypelcam.com) is flagged as an attacking site. rypelcam.net has just a file lisiting and is nor working correctly.


    Title: Re: Rypel Cam
    Post by: VegasKill on Sat 07.07.2012 11:17:16
    The official RypelCam site (rypelcam.com) is flagged as an attacking site. rypelcam.net has just a file lisiting and is nor working correctly.
    Contacted Gammo about this a week ago. The homepage will stay down for maintenance for some time.


    Title: Re: Rypel Cam
    Post by: VegasKill on Sun 08.07.2012 21:25:10
    The official RypelCam site (rypelcam.com) is flagged as an attacking site. rypelcam.net has just a file lisiting and is nor working correctly.
    Rypelcam.com was not hacked whatsoever (confirmed). Two other domains on the same shared host are to blame for this, nothing to worry for visitors of rypelcam.com. afrodd.gif


    Title: Re: Rypel Cam
    Post by: daniilgr on Mon 09.07.2012 18:45:14
    Vegas, Where can I get maps  UT3 for Cinema 4D?


    Title: Re: Rypel Cam
    Post by: VegasKill on Mon 09.07.2012 20:21:36
    Vegas, Where can I get maps  UT3 for Cinema 4D?
    Only UDK can export maps correctly since the FBX format export is not available in the UT3 editor. It is tiresome to transfer maps from UT3 to UDK (if you want to try it, copy various files like the 'environments' folder from UT3 to UDK, than the maps).

    If you tell me what maps you need we could find a faster solution. ;)


    Title: Re: Rypel Cam
    Post by: daniilgr on Mon 09.07.2012 22:06:22
    Вот блять! :-[


    Title: Re: Rypel Cam
    Post by: VegasKill on Tue 10.07.2012 11:57:08
    Flak from Epic Games got the source code of a may 2012 UDK Rypel Cam port. He aknowledged and now it is the question what Epic will make about it.


    Вот блять! :-[
    So do you need a specific map or did you just want to know how exactly to export maps to C4D?


    Title: Re: Rypel Cam
    Post by: daniilgr on Tue 10.07.2012 12:52:27
    Yes,  would just any, do you have map SandStorm


    Title: Re: Rypel Cam
    Post by: VegasKill on Wed 11.07.2012 20:54:38
    Thanks WolfyBrandon and Sibior for bug reports. Updated the UT3 RCam:

    Changes from 3.14 to 3.13:

    - fix: array enumeraion assures proper sequence of points along the camera path
    - fix: rcam camera rotation no longer affects the playercontroller in client demos



    Oh, one more thing:

    If you update RCam you don't need to delete the files of the previous version. Just add the new files and update the version number in UTGame.ini.
    UT3 will fail loading client demos if you remove any files from your UT3 profile that existed when you recorded the demo. Not just older RCam versions but any mutators you remove, same as custom characters or various other custom content from your profile that is removed will cause UT3 not to play the demo.

    Updating RCam to watch old client demos is no problem, contrary to popular opinion you do not need to stay with the older RCam version.


    Title: Re: Rypel Cam
    Post by: joaoFCB on Thu 12.07.2012 23:14:34
    Lol i've been stuck to RCam 3.08 cuz of that lol. Good to know that :>


    Title: Re: Rypel Cam
    Post by: RypeL on Fri 13.07.2012 12:53:25
    Very interesting fixes Vegas, you rock  afrodd.gif

    Im planning to make use of the newest version pretty soon in a new trailer for the upcoming MP version of the game im working on (http://www.renegade-x.com/ (http://www.renegade-x.com/)). I will put your name as well as RattleSN4K3´s name in it to advertise your work a bit  wink2.gif 


    Title: Re: Rypel Cam
    Post by: VegasKill on Tue 07.08.2012 21:29:24
    On request, the host of rypelcam.com has removed 2 infected webpages. The security warning for rypelcam.com is now gone. rypelcam.com was not infected and visiting the site was no security risk.


    ...currently creating a menu for RCam. Thanks to the unrealscript and content package examples by Rattlesnake. afrodd.gif


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Fri 10.08.2012 19:27:14
    I'm happy to read that rypelcam.com was not infected (by a mushroom... uhu  ;D )

    Where can i download all i need & the last version of rypelcam please?

    http://www.youtube.com/watch?v=iGweBsQMaFQ (http://www.youtube.com/watch?v=iGweBsQMaFQ)

    I want to see that in my next movie  ;D

    My holidays start this day so i have some free days  ;D before going to the beach  ;D


    Title: Re: Rypel Cam
    Post by: VegasKill on Fri 10.08.2012 21:05:24
    Hey Devil, long time no see!

    You can get the latest RCam from the first post in this topic.
    Have a great holiday!


    Title: Re: Rypel Cam
    Post by: DEVIL_77 on Sat 11.08.2012 16:02:56
    Thanks Vega, yes i take a pause  msn012.gif and play diablo 3 (Hard core mode)  ;D

    (http://screenshot.xfire.com/s/124934569-4.jpg)


    Title: Re: Rypel Cam
    Post by: VegasKill on Thu 04.10.2012 19:55:45
    I'm proceeding the work on RCam, precisely, on a couple of new feature submits by Rattlesnake.

    A Menu for RCam seemed indispensable - UT3 will get one, even if Epic abandoned the UIScene system long time ago. afrodd.gif

    Things will take some time, but I'm positive about support for postprocess modifiers and shader effects in a future UT3 RCam release.


    Screen grabs showing an early version of a UIScene Menu, a shader effect (distance-desaturation) and coloration postprocess effects:

    (http://imageshack.us/a/img713/3103/92138024.jpg)

    (http://imageshack.us/a/img5/2774/18739388.jpg)

    (http://imageshack.us/a/img641/166/90994295.jpg)


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Mon 05.11.2012 18:54:44
    There are new boards on the forum where you can download RypelCam versions for other games than UT3.

    Red Orchestra 1 & 2, Unreal Tournament 99 & 2004 and Tribes Vengeance: >>link (http://www.ut3darkclan.com/forum/index.php?board=82.0)


    Title: Re: Rypel Cam for UT3
    Post by: CaptainFlaccid on Fri 07.12.2012 21:57:31
    Hi, I really like rypel cam and I appreciate all of the hard work you put into this great program.

    I just have a question regarding latest version of Rypel Cam for UT3.

    Is there a way that you can increase the FOV to 115 or higher when viewing a player from a clientside demo in 1st person view?

    It should be noted that I have not tested any demos that have been recorded while Rypel Cam is installed.

    I play in several servers that use FreeFOV which lets you go above 115 and anything lower is simply irritating. :(

    If there's a way to achieve this by editing a config file, or waiting for rypel cam to release an update that lets you do this... please let me know. :)

    Thanks,
    -CaptainFlaccid


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sat 08.12.2012 02:08:39
    Hi CaptainFlaccid,

    Changing the fov won't be a problem. The fov in client demos resets to a default setting very often, like whenever you change to 1st/3rd perspective, use zoom, fall and more.

    I'll see if it is possible to change the value of this 'default' fov setting, or if that won't work, add an option to actively restore your custom fov whenever required.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sat 08.12.2012 15:16:36
    I'll see if it is possible to change the value of this 'default' fov setting
    Yes, it is possible - it works just fine in server demos, but client demos continuously check for the fov and 'fix' it, if it is below 80 or above 100. Client demos need this 'fix' fixed in another way. ;)

    actively restore your custom fov whenever required.
    That is the way to go than. May cause visual glitches when the demo owning character enters vehicles, falls to the ground etc. This makes it less useful for vCTF games, but it should work fine for the most part in deathmatch or duel games, I guess.

    Custom player FOV will definitely come as an option in a future RCam release. I'll try to speed up the development of a menu to get a release at the end of this year. afrodd.gif


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sun 16.12.2012 16:23:55
    I made a menu for the UT3 Rcam, but failed hard at the point of packaging it for release.

    (http://img268.imageshack.us/img268/4677/55820043.jpg)

    The Unreal Editor that ships with UT3 really is an unfinished and buggy piece of *software. (  ;) )
    I had to discover that it causes enormous problems if you rename or move stuff in a custom content package (contains the menu, materials, textures for RCam).
    It was a lot of work to fix it & it will be again a lot of work every time a new rcam is released. :-[

    But UT3 will receive the special treatment, it still is the ONLY game based on the Unreal Engine 3 with proper modding & demo recording support, and last but not least an awesome movie maker scene! afrodd.gif

    TLTR: the work on a menu for RCam 315 can go on now, and there will be a new RCam this year. ...hopefully :)


    Title: Re: Rypel Cam for UT3
    Post by: Bloody.Bender on Sun 16.12.2012 20:54:16
    I made a menu for the UT3 Rcam, but failed hard at the point of packaging it for release.

    (http://img268.imageshack.us/img268/4677/55820043.jpg)

    The Unreal Editor that ships with UT3 really is an unfinished and buggy piece of *software. (  ;) )
    I had to discover that it causes enormous problems if you rename or move stuff in a custom content package (contains the menu, materials, textures for RCam).
    It was a lot of work to fix it & it will be again a lot of work every time a new rcam is released. :-[

    But UT3 will receive the special treatment, it still is the ONLY game based on the Unreal Engine 3 with proper modding & demo recording support, and last but not least an awesome movie maker scene! afrodd.gif

    TLTR: the work on a menu for RCam 315 can go on now, and there will be a new RCam this year. ...hopefully :)

    Yes.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sun 23.12.2012 15:22:30
    1A progress with reading out the World PostProcess Chain. Changes in Depth of Field, Bloom etc can be done while maintaining the level specific PostProcessing. afrodd.gif

    Also blending in Shaders won't cause color changes anymore.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Wed 26.12.2012 23:48:34
    RypelCam 3.15 is out for UT3! Get it from here (http://www.ut3darkclan.com/forum/index.php?topic=1309.msg21144#msg21144).

    The biggest change is the new content package that comes with RypelCam and contains a menu and a few custom shader effects to use in combination with custom postprocess effects. Just hit 'R' and explore the menu... it surely is not perfect, feedback is welcome.

    If you are interested, you are welcome to provide custom shader materials made with the UT3 material editor.

    The first time custom shader effects are used, they may take a little to load. UT3 needs to add them to the local shader cache. From that time on, shader will load quickly and not cause the game game to hang or even crash.


    Title: Re: Rypel Cam for UT3
    Post by: 2kfromkaos on Sun 20.01.2013 06:48:28
    Love the new Rcam 3.15 very nicely done.WD VegasKill.
    Awesome menu ezy navigation simple and quick.
    Now let's weep some more movies.  afrodd.gif


    Title: Re: Rypel Cam for UT3
    Post by: daniilgr on Mon 21.01.2013 13:01:05
    Rcam 3.15
    (http://cs323117.userapi.com/v323117193/51d4/ds7T1FUA0Ls.jpg)
    (http://cs323117.userapi.com/v323117193/51fc/QrOUjpyuyo8.jpg)
    (http://s019.radikal.ru/i621/1301/aa/65c449183453.jpg)


    Title: Re: Rypel Cam for UT3
    Post by: DEVIL_77 on Mon 21.01.2013 20:59:59
    Excellent daniilgr  afrodd.gif

    I download the latest version of rypelcam & tested it yesterday (even if i dont test the versions 3.13 & 3.14) & i like the menu you add Mister Vega  afrodd.gif
    & i also will testing the cinema 4D  whistle2 I hope that it is not to hard to learn & understand it...

    PS : I'm sure that we will see a new version of rypelcam since a few days  whistle2  ;D ;D ;D msn012.gif


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Mon 21.01.2013 22:11:50
    Thanks for the positive feedback. Now go make some movies! ;)
    PS : I'm sure that we will see a new version of rypelcam since a few days  whistle2  ;D ;D ;D msn012.gif
    Not in a few days, but I'm working on it.  afrodd.gif


    Title: Re: Rypel Cam for UT3
    Post by: daniilgr on Wed 23.01.2013 09:56:32
    http://www.youtube.com/v/mKrDJQC6mW8?hl=ru_RU&amp;version=3 (http://www.youtube.com/v/mKrDJQC6mW8?hl=ru_RU&amp;version=3)


    Title: Re: Rypel Cam for UT3
    Post by: Bloody.Bender on Wed 23.01.2013 12:41:49
    Good work daniil. Maybe a bit over-fx'ed but good nevertheless :)

    I'd really like to send you some demos but unfortunately I deleted all my demos when I uninstalled UT :s. I'll ask llonewolf for serverside demos, in case he has access to the demos.


    Title: Re: Rypel Cam for UT3
    Post by: daniilgr on Wed 23.01.2013 19:08:29
    ok


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Wed 23.01.2013 19:10:30
    Good work, daniilgr! afrodd.gif

    I'd really like to send you some demos but unfortunately I deleted all my demos when I uninstalled UT :s. I'll ask llonewolf for serverside demos, in case he has access to the demos.
    Gathering demos is the hardest part! ;)


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Thu 24.01.2013 01:29:08
    One word:
    Refreshing

    I like to see the community is still asking for improvements which keeps people busy  afrodd.gif


    Title: Re: Rypel Cam for UT3
    Post by: DEVIL_77 on Thu 24.01.2013 19:31:26
    ...unfortunately I deleted all my demos when I uninstalled UT :s.

    Could    i     say     ...     n00b     ;D (You know why i'm sure ;) )

    I love this teaser daniilgr, i want to see this movie !!! hurry please ^^


    Title: Re: Rypel Cam for UT3
    Post by: 2kfromkaos on Sun 27.01.2013 04:12:53
    (http://www.kaoshq.com/download/file.php?id=50&mode=view/rokbox.jpg)




    Thanks for the positive feedback. Now go make some movies! ;)

    Link to MicroVids-63 (HD)
    http://www.netload.in/dateivtuaK2KlJc/MicroVids-63.mkv.htm (http://www.netload.in/dateivtuaK2KlJc/MicroVids-63.mkv.htm)

    Link to MicroVids-63 youtube

    http://www.youtube.com/watch?v=kXFYx2_jb1o (http://www.youtube.com/watch?v=kXFYx2_jb1o)


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sun 27.01.2013 14:46:04
    MicroVids-63
    Excellent! afrodd.gif


    Title: Re: Rypel Cam for UT3
    Post by: Xirios on Sun 27.01.2013 21:45:28
    Can U create longer version? This short is very nice  smiley-ok.gif


    Title: Re: Rypel Cam for UT3
    Post by: DEVIL_77 on Tue 29.01.2013 19:31:40
    MicroVids-63
    Excellent! afrodd.gif

    +1

    One question, i keep some old rypelcam.ini version 3.12, if i upgrade rcam to the version 3.15 & use this old rypelcam.ini version 3.12, will it work Vega?


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Tue 29.01.2013 21:16:24
    One question, i keep some old rypelcam.ini version 3.12, if i upgrade rcam to the version 3.15 & use this old rypelcam.ini version 3.12, will it work Vega?
    You currently have the RCam 3.12 data saved in UTRypelCam.ini under the captions [RCam312.CamHUD] and [RCam312.CamControl].
    If you switch to RypelCam 3.15, the captions [RCam315.CamHUD] and [RCam315.CamControl] will be added. No data from previous RCam versions will be modified or deleted. If you switch back to RCam 3.12, you can continue with your old projects.

    Short: different RypelCam versions won't influence each other.


    Title: Re: Rypel Cam for UT3
    Post by: DEVIL_77 on Wed 30.01.2013 18:18:21
    What a good news, thanks


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Wed 30.01.2013 23:14:40
    What a good news, thanks
    // If you don't use timed path in RCam 3.15, just ignore. //

    Now that you mentioned the UTRypelCam.ini, I found a possible problem with the newly introduced separate saving system and timed paths:
    Load your saved cam path at the beginning of the demo to avoid any problems.
    Otherwise, the start time for the timed path (= automatic camera speed) could possibly reset to zero.

    Fixed it, camera path related data will all be saved into the same class in the next release of RypelCam.


    Title: Re: Rypel Cam for UT3
    Post by: Lord. on Sat 09.02.2013 18:34:20
    Very thanks for this job, its amazing the new version of rypelcam !

    I need some question to creator. Are you Vegaskill the creator ?


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sat 09.02.2013 20:07:14
    Thanks, Lord.

    RypeL is the author of RypelCam (link to his forum profile (http://www.ut3darkclan.com/forum/index.php?action=profile;u=225)).

    Also RattleSN4K3 (forum profile (http://www.ut3darkclan.com/forum/index.php?action=profile;u=258)) contributes to the development of RypelCam.

    I'm involved in the development of the UT3 RypelCam since the RypelCam release 3.06.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sun 03.03.2013 20:56:08
    RypelCam 3.16 is available! Download (http://www.ut3darkclan.com/forum/index.php?topic=1309.msg21144#msg21144)

    With the main focus on performance, RypelCam 3.16 achieves good results with bigger projects. There is no more lag after creating new cam points, since the camera path processing was split from a single calculation to segmented calculations. The reduced extent of those calculations avoids crashes ('iteration out of bounds'), RypelCam runs stable up to the maximum of 800 cam points.


    Also some UT3 specific requests here on the forum were implemented:
    - correct first person weapons is shown in client demos
    - Roll rotation for the camera in server demos. It is a nasty hack of the camera shake effect, but it works.
    - wallhack showing player names (find it in the menu [R])
    - start demo paused works for client demos & automatically closes UT3 menus

    More about changes in the readme.
    Feedback & requests are welcome.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Tue 23.04.2013 11:31:05
    Someone made a trainer tool for the UE3 game Tribes:Ascend, which allows to record player movements. It is possible to export/import those records and replay them almost like demorecordings.
    These kind of replays could be useful in RCam... even if it is no real rewind. Maybe I'll continue the development of RCam soon due to this:

    http://www.youtube.com/watch?v=7ejXuHUaqFY (http://www.youtube.com/watch?v=7ejXuHUaqFY)


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Sat 27.04.2013 10:44:14
    My attempt to have a recording/playback feature with UnrealScript for UT3 should be in the repo, isn't it?


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sat 27.04.2013 13:04:56
    My attempt to have a recording/playback feature with UnrealScript for UT3 should be in the repo, isn't it?
    Well, the latest state of the DemoRecorder is still this one: http://www.ut3darkclan.com/forum/index.php?topic=1580.msg25340#msg25340 (http://www.ut3darkclan.com/forum/index.php?topic=1580.msg25340#msg25340)

    As you said, it was an attempt. I get 'devide by zero' in the log, only thing that happens is the player actors are hidden (what has nothing to do with the remaining code for the recording or playback of movements).


    RecRecord(), RecPlay(optional float speed = 1), RecRewind(optional float speed = -1) have no effect.


    Rattlesnake, please consider one advise: if you find your code working, please merge your changes to the trunk version of RCam. There are so many things in your branched version that make it impossible to overview the code. You turned 10 classes into 61, renamed most of Rypels code, added countless code examples from udn.com (which are never referenced by the remaining code in RCam) and start many experimental modifications without coming to a working version (Hermite interpolation, required to create a cam path).

    Don't get this wrong, you have many great ideas, like the uiscene menu and the postprocessing shaders for example, and ofcourse the concept of rewinding via datalogging communication as used in the webadmin intface. It is just difficult for me to pick up your code and complete it to a working state.



    My concept of a replay mode is a simple multiarray of a limited number of logged movements. When you want to playback them, the game pauses and the original characters are moved to their previous positions. A real rewind would be better witout doubt, but I really cannot build on top of your code in the current state, sorry.


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Sat 27.04.2013 15:20:47
    My concept of a replay mode is a simple multiarray of a limited number of logged movements. When you want to playback them, the game pauses and the original characters are moved to their previous positions. A real rewind would be better witout doubt, but I really cannot build on top of your code in the current state, sorry.
    Would not work well without exceptions. One player (a pawn) is not persistent a match (death etc.) and the case a new hoverboard spawns each time the user switches to the board makes it more complex to move one player from point A to point B.



    As you said, it was an attempt. I get 'devide by zero' in the log, only thing that happens is the player actors are hidden (what has nothing to do with the remaining code for the recording or playback of movements).


    RecRecord(), RecPlay(optional float speed = 1), RecRewind(optional float speed = -1) have no effect.
    This must be the port of my "attempt" as my "attempt" was a proof-of-concept which worked but needed to be optimized (dynamically spawn vehicles and apply properties and general interpolation). The other problem is the limitation of the array size (which increases rapidly if we log every actor).


    Rattlesnake, please consider one advise: if you find your code working, please merge your changes to the trunk version of RCam. There are so many things in your branched version that make it impossible to overview the code. You turned 10 classes into 61, renamed most of Rypels code, added countless code examples from udn.com (which are never referenced by the remaining code in RCam) and start many experimental modifications without coming to a working version (Hermite interpolation, required to create a cam path).

    The one version you're talking of is built on top of the stable version. And i migrated last updates to it (probably not the last at THIS time, must be 3.14 or something). And does not interfere anything RCam related. My attempt for a new/different interpolation mode was done to have a more flexible version for editing paths on runtime (with the need of a proper UIScene - -> Key framing in many video editing software (of matinee e.g.).


    Long story short...
    i think the POC of the recording method is not in the repo. Gonna check it...


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sat 27.04.2013 18:43:12
    i think the POC of the recording method is not in the repo. Gonna check it...
    Last commit regarding the DemoRecorder was on March 14 2012. Last time you mentioned it was here: http://www.ut3darkclan.com/forum/index.php?topic=1670.msg26201#msg26201, (http://www.ut3darkclan.com/forum/index.php?topic=1670.msg26201#msg26201,) not looking promising about that feature.

    If you still made progress on this, you did not mention or commit it.


    My concept of a replay mode is a simple multiarray of a limited number of logged movements. When you want to playback them, the game pauses and the original characters are moved to their previous positions. A real rewind would be better witout doubt, but I really cannot build on top of your code in the current state, sorry.
    Would not work well without exceptions. One player (a pawn) is not persistent a match (death etc.) and the case a new hoverboard spawns each time the user switches to the board makes it more complex to move one player from point A to point B.
    Sometimes it is better to ignore exceptions, if you reach the main target anyway. As long as there is no negative impact besides that there is no replay mode for single players... this is not supposed to be an accurate 'rewind' anyway, but just something to change some previously set cam points and improve the image range of the camera for a timed path.

    Btw, pawns may not be persistent, but player alias are - even if they ride a hoverboard, you still can retrace the driver. So, work on progress, I'm positive about this one. afrodd.gif


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Sat 27.04.2013 21:07:18
    The repo for that specific version is up-to-date.

    Btw, pawns may not be persistent, but player alias are - even if they ride a hoverboard, you still can retrace the driver. So, work on progress, I'm positive about this one. afrodd.gif
    That's the same approach as I did.


    Title: Rypel Cam 3.17 for UT3
    Post by: VegasKill on Sat 01.06.2013 00:09:56
    RypelCam 3.17 for UT3 is released: http://rypelcam.ut3darkclan.com/ (http://rypelcam.ut3darkclan.com/)

    The main new feature is the so called replay mode, which keeps track of players and is able to replicate their movements.
    This feature does not reach the accuracy of the regular demo playback. The current state is not suitable for video capturing, you'll have to do that in a separate production run. Rattlesnake carries on the work from here to update and improve this function.
    I put the focus on making the replay mode compatible with the timed path mode, thus allowing to edit and preview a timed path on the fly without restarting the demo. It is possible to insert cam points at any stage of the camera path: there is a chronological order for cam points.
    Further, you can delete any specific cam point by selectting it as viewtarget ('add' / 'subtract') and hit 'numpad 4'.

    When you start rewinding with 'page down' or fastforward with 'page up', the time of the replay mode and some more infos will show up on-screen. Resume the demo playback by removing the pause.

    Bug reports, feedback and suggestions are welcome.


    Title: Re: Rypel Cam for UT3
    Post by: CaptainFlaccid on Wed 02.07.2014 06:00:28
    Is there a way to enable dodge sounds and footstep sounds for all players, including the player you're currently viewing?  Can this be built into a future version of rypelcam?  I'm wanting to narrate some demos and being able to hear dodges and footstep sounds is important.  :)

    Thanks,
    -Captain


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Wed 02.07.2014 19:29:32
    Footsteps are missing only for the player you spectate in first person view. They very likely could be added with (& to) RypelCam. Dodge sounds may be more of a problem (aswell as sounds from pickups etc).


    Title: Re: Rypel Cam for UT3
    Post by: CaptainFlaccid on Thu 03.07.2014 08:04:16
    Footsteps are missing only for the player you spectate in first person view. They very likely could be added with (& to) RypelCam. Dodge sounds may be more of a problem (aswell as sounds from pickups etc).

    Ah, I see.  We're getting ready to host a duel tourney in August.  If there's any way you could implement footstep and dodge sounds, that would be greatly appreciated.  I would give a shoutout to you guys during the shoutcasted videos.


    Title: Re: Rypel Cam for UT3
    Post by: CaptainFlaccid on Thu 03.07.2014 13:42:06
    Footsteps are missing only for the player you spectate in first person view. They very likely could be added with (& to) RypelCam. Dodge sounds may be more of a problem (aswell as sounds from pickups etc).

    Just curious.... you say it might be a problem... but does this mean it's possible?  What kinds of steps would you have to take to get it working?  Only reason I ask is because I think it's definitely worth pursuing.  I'd like to record demos, shoutcast them, then upload to youtube and host on galaxypugs... and being able to hear footstep sounds, dodge sounds, pickup sounds... would help with shoutcasting.  I would be able to predict player movements and talk about it during the video.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Thu 03.07.2014 20:04:37
    Footstep sounds play whenever a player is in a certain physics mode and moves, so it is simple to recreate in RypelCam. But it is not that simple to identify, when a player dodges or picks up an item.

    I found a value: bool bDodging; // true while in air after dodging.
    This value should be true while a player is dodging, so if it updates correctly, you could get the dodge sound aswell.


    Edit: oh, well. bDodging does not turn true when a player dodges in a demo. ...many variables only update for locally controlled players. I can't tell you yet, whether I can get dodge sounds to work.


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Thu 03.07.2014 21:37:18
    Isn't the dodge sound already replicated and played in demos? Or is it not working in first person?


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Thu 03.07.2014 22:33:41
    Not working at all in (server-)demos. I'm pretty sure you could hear other players dodge sounds when you played a match online or spectated one, though.
    Just playing a sound based on the physics state + velocity won't work out for dodging. Any suggestions, Rattle?

    UTPawn doesn't update any variables like bDodging, MultiDodgeRemaining or anything related to UpdateEyeHeight().


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Thu 03.07.2014 23:55:20
    The dodge sound is only replicated to non-owning clients.

    The only thing which is replicated is the actual sound cue. That one is pooled into a AmbientComponent (AC).

    Take a look at PlayerController::ClientHearSound. But that one wouldn't be filled if the dodge sound was out of reach (due to occlusion). But if the sound is stored in a AC, it should be played in the demo.

    Playing the sound  based on phys state + velocity is the only method but it might not work for custom servers where the dodge speed is changed. Strange that dodging is not replicated (at least for visual effect it could have been down to fix this "crouch dodge" clientsided).


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Fri 04.07.2014 11:43:40
    Playing the sound  based on phys state + velocity is the only method
    How to know whether the player isn't jumping from the hoverboard, jumppad, vehicle selfdestruct or gets kicked through the arena from shock rifle hits, as these examples all may fulfill the physics and velocity requirements?

    Is it possible to read the active player animations from somewhere?


    Title: Re: Rypel Cam for UT3
    Post by: RattleSN4K3 on Fri 04.07.2014 16:11:08
    Playing the sound  based on phys state + velocity is the only method
    How to know whether the player isn't jumping from the hoverboard, jumppad, vehicle selfdestruct or gets kicked through the arena from shock rifle hits, as these examples all may fulfill the physics and velocity requirements?

    Velocity is replicated. So it should be a valid check in demo playback. Once it changes, you need to track the difference from the previous value. You would need to calclute the value back based on the formula for dodge.
    Code:
    VelocityZ = Velocity.Z;
    Velocity = DodgeSpeed*Dir + (Velocity Dot Cross)*Cross;

    if ( VelocityZ < -200 )
    Velocity.Z = VelocityZ + DodgeSpeedZ;
    else
    Velocity.Z = DodgeSpeedZ;

    You would need to calculate DodgeSpeed and compare that with the stock value if it's nearby.

    Is it possible to read the active player animations from somewhere?
    The animations are done based on the velocity when the player is in a specific state. These are done by the anim tree.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Fri 04.07.2014 21:41:04
    The animations are done based on the velocity when the player is in a specific state. These are done by the anim tree.
    There are jumping/doublejumping/landing animations, nothing directly related to dodging. So, velocity it is. Lets see if false triggers can be avoided but dodges still be detected.


    Title: Re: Rypel Cam for UT3
    Post by: Unseenteeth on Mon 07.07.2014 20:30:04
    Hey guys!

    I'm not sure where to post this, so I'm just gonna leave it here and hope for the best.

    I'm working on an unreal engine game called "Depth" which is all about sharks (our website is currently being refurbished, but you can check out some info on the game on  our indie-db page (http://www.indiedb.com/games/depth)

    Long story short... We have heard some really good things about Rypel cam (specifically from some friends of mine at Tripwire Interactive who have used it before when filming trailers for Red Orchestra 2).  I'm wondering if I could get in touch with the folk(s)  who are responsible for creating Rypel cam and discuss what it would take to get the code integrated with Depth.   It would sure be a pretty cool tool to have in our game and I think it would let us get some gory shots of Divers being eaten by sharks :)

    You can reach me at alex@depthgame.com

    Thanks for your time!


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Tue 08.07.2014 11:48:17
    Hi and welcome to the forums, Unseenteeth!

    You can check your mailbox.


    Title: Re: Rypel Cam for UT3
    Post by: VegasKill on Sat 09.08.2014 17:27:34
    If there's any way you could implement footstep and dodge sounds, that would be greatly appreciated.
    Not sure if you received it - please check your mail or forum pm.