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2018-03-19, 00:40
Member
7 posts

Registered:
Apr 2015
Paging Soderberg or deurk.
Is there an update to the mvdparser to correctly parse FTE enabled mvdsv recorded demos?

I could do it, but I have no idea what server code has been modified to enable this change. Is this a minor change like a slightly larger frame or is this a whole new format?

any information would be useful and appreciated. TIA.
2018-03-19, 09:42
Administrator
244 posts

Registered:
Sep 2015
The update to QTV is here if that helps at all.

Essentially always ReadCoord()/ReadAngle() rather than short/bytes. Then if the extension is enabled, read a float or a short angle instead.
2018-03-19, 22:48
Member
7 posts

Registered:
Apr 2015
meag wrote:
The update to QTV is here if that helps at all.

Essentially always ReadCoord()/ReadAngle() rather than short/bytes. Then if the extension is enabled, read a float or a short angle instead.


Thanks! I'm not promising anything, but I'll see if that gets me anywhere.
2018-04-11, 04:36
Member
182 posts

Registered:
Feb 2011
Meag, I thought I'd give the good old demolyzer tool a shot out of nostalgia. See:

https://www.quakeworld.nu/forum/topic/5698/demolyzer-10-released
https://www.youtube.com/watch?v=8WswaDmDbmA

It still works fine on many mvds I have from the past, but it throws an "Unable to parse demo" error when trying newer MVDs (such as ones from badplace. I'm assuming this is related to https://www.quakeworld.nu/forum/topic/7258/mvdparser-for-fte-enabled-demos (or maybe some other change in the last few years).

Anyway, with the source for demolyzer apparently lost, I don't think there's much to do. However, I'm curious if there is some kind of "sanitizer" that can be run on new demos to make them parsable by older tools?

Cheers,
BD
2018-04-27, 11:46
Administrator
244 posts

Registered:
Sep 2015
BLooD_DoG wrote:
It still works fine on many mvds I have from the past, but it throws an "Unable to parse demo" error when trying newer MVDs (such as ones from badplace.


Yeah it doesn't support extended coordinates that we enabled for smoother gameplay... so technically this problem is all your fault.

I've had a look and updating it wouldn't take much at all to fix, I've tried to contact the author on YouTube (the email address here bounces unfortunately). If anyone else has contact details please try, and I can discuss with them how to get it fixed.

Alternatively we can just write a "float-coords on map that doesn't need float-coords" conversion, but that seems more awkward.
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