So TM1's recorder was okay. It's one basic fault was recording a single ghost instead of a race. This is actually a great feature to have. It allows players to create races between two runs without additional riff-raff.
But I think with ShootMania and QuestMania, an "all object" recorder is required. I wish there was one for TM1 too. For making neat videos to feel alive ancillary activity is required in the background. This requires multiple ghost recordings. Additionally it really sucks that I can't record wipeouts in TM1 because the car won't complete.
Hopefully for MP, TM2 can keep the ghost recording, but we will also get "all object" recorders. I mean how silly would it be to record a ghost for ShootMania showing only your guy.
My full wish list for recording would be:
(1) Ghost recording (TM1)
(2) Ghost "full-run" recording (like Super Meat Boy where all ghosts from a full track play, including wipeouts, are recorded, in the editor I can pick and choose which ghosts to keep as a track)
(3) "All object" recording (like how Team Fortress 2 is now, analogous to having a boatload of ghosts active in TM1, but this would be in a time linear fashion)
Now here's the catch. In my dream I would like all of these recordings to be playable in mediatracker as individual tracks. So, I could take a ghost recording track of my one run and add it to an all object recording track of a tournament final to see how I did.
Recording - Replays and Ghosts
Moderator: English Moderator
- Ravious
- Halloween Mapper 2011
- Posts: 124
- Joined: 02 Jun 2011, 13:36
- Manialink: themaniablog
- Contact:
Recording - Replays and Ghosts
Check out The Mania Blog for news, interviews, and commentary!
-
- Posts: 237
- Joined: 11 Aug 2010, 02:27
Re: Recording - Replays and Ghosts
You can do most of these things with TM2 (and even the previous TMs too).
If you're out of the track and still want to save the ghost, press the "S" key.
In multiplayer, the game saves all players runs. However they are recorded if live : they have lower refresh rate as local replays and if you play Time-attack they are not synchronized to the start point.
An other thing is multiplayer and signleplayer replays don't have the same starting point. Singleplayer replays start at time 00:00:00, while multiplayer replays include the 3-2-1-go waiting time.
If you are editing a replay in the Mediatracker and want to add other ghosts, there is a ghost import feature. Each ghost will appear on it's own track, so that you can turn any ghost on or off or offset it from other ghosts.
You can play against all your ghosts, including wipeouts, but it's not automatic. You have to save them all individually, then select all the replays by hand in the replay editor menu and play against them.
If you're out of the track and still want to save the ghost, press the "S" key.
In multiplayer, the game saves all players runs. However they are recorded if live : they have lower refresh rate as local replays and if you play Time-attack they are not synchronized to the start point.
An other thing is multiplayer and signleplayer replays don't have the same starting point. Singleplayer replays start at time 00:00:00, while multiplayer replays include the 3-2-1-go waiting time.
If you are editing a replay in the Mediatracker and want to add other ghosts, there is a ghost import feature. Each ghost will appear on it's own track, so that you can turn any ghost on or off or offset it from other ghosts.
You can play against all your ghosts, including wipeouts, but it's not automatic. You have to save them all individually, then select all the replays by hand in the replay editor menu and play against them.
Who is online
Users browsing this forum: No registered users and 0 guests