Idea for evaluating the validation replays
Posted: 10 Dec 2014, 10:33
I think for this well thought game full of good tools to make content, it's pity there is no good tools to evaluate a validation replay "manually", other than the said: Load it and slow down and investigate how the wheels react... to evaluate a replay you have really really use a lot of time and effort.
If there would be tools to evaluate the replays, maybe more of us would do so also.
Maybe there could be a evaluation tool build-in the game ?
This is what I've thought.
Load the validation replay and you could get controls to seek and rewind the replay, you could freely move the camera, but it would follow always the car. If player used pad there would be freely movable controls-widget (so you can position it freely where you can see the car part you needs to see and controls easily).
It would show the essential pad-controls (8-way or analog-steering movement + accelerate + break) and there would be the equivalent for keyboard.
This would be ultimately very powerful tool as you could see very fast if someone use macros
Use control tracks as some music creation tools have "piano roll". So every control has it's own track, digital ones are just digital. Analog ones could use the graph element and has a scalar values that way.
That way you could see if analog inputs acts like digital or has non-linear values, you might suspect non-fair play.
Update:
Wow... The advanced replay editor is really all what I thought... It would be a perfect tool, it's just missing the "pianoroll" control values from the view and possibility to zoom for the time line graph
Reaby
If there would be tools to evaluate the replays, maybe more of us would do so also.
Maybe there could be a evaluation tool build-in the game ?
This is what I've thought.
Load the validation replay and you could get controls to seek and rewind the replay, you could freely move the camera, but it would follow always the car. If player used pad there would be freely movable controls-widget (so you can position it freely where you can see the car part you needs to see and controls easily).
It would show the essential pad-controls (8-way or analog-steering movement + accelerate + break) and there would be the equivalent for keyboard.
This would be ultimately very powerful tool as you could see very fast if someone use macros

Use control tracks as some music creation tools have "piano roll". So every control has it's own track, digital ones are just digital. Analog ones could use the graph element and has a scalar values that way.
That way you could see if analog inputs acts like digital or has non-linear values, you might suspect non-fair play.
Update:
Wow... The advanced replay editor is really all what I thought... It would be a perfect tool, it's just missing the "pianoroll" control values from the view and possibility to zoom for the time line graph

Reaby