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Post by Quintaxel on Nov 3, 2014 15:58:40 GMT 1
To give an idea,
2 seconds of video recorded with FRAPS @ a resolution 1360 x 768, 30 FPS results in a file size of 75 MB After reincoding with The Format Factory @ a resolution of 1024 x 576, 29 FPS the file size is reduced to 581 Kb. Playing with the settings could optimize the size/quality ratio.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 3, 2014 16:25:34 GMT 1
There is another possibility if you do not want or can buy these programs. Could facilitate mod. Someone else runs it for you and this person can make the recording. It can then deliver the result of that recording. Greetings.
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Post by Nephilim on Nov 3, 2014 16:51:59 GMT 1
To give an idea, 2 seconds of video recorded with FRAPS @ a resolution 1360 x 768, 30 FPS results in a file size of 75 MB After reincoding with The Format Factory @ a resolution of 1024 x 576, 29 FPS the file size is reduced to 581 Kb. Playing with the settings could optimize the size/quality ratio. Quintaxel I wouldn't advise changing the aspect ratio or rescaling it. If the video was recorded at the native resolution that the monitor supports and it is downscaled it will distort the image and affect the quality. You can see an example of this by running anything other than the native resolution the monitor supports. This is especially evident when using different aspect ratios.
Regards,
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Post by Quintaxel on Nov 3, 2014 17:07:22 GMT 1
Correct Nephilim, it's indeed better to keep the aspect ratio when rescaling.
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Xmen
Pukovnik
Posts: 373
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Post by Xmen on Nov 16, 2014 15:52:20 GMT 1
Hi Everybody;) well I do not know if this question has already been paused ....so....Excusse me first: D Well, will you give specific name inside (just for) the Editor ... like inside IronFrost mods or something like that? - WH For Wermarth or SS..... - Period (Year of using vehicle with some special color or Camo style) - Specific Camo Unit....like Tiger Division.... - Theater of Operation Italy / Africa.... In short .... something historically structured to have a access period (eg 1939-1940) or something like that .... I hope to be understand.... not realy easy for me Thank's for reading.
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Post by Major Pain on Nov 16, 2014 20:50:07 GMT 1
Xmen
I haven't thought that far ahead... but that is possible to do. It would take adding a year on the model name... or some other designation. Part of the issue with some maps are the units on the map before they were built.
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Post by ariete on Nov 17, 2014 13:41:15 GMT 1
Part of the issue with some maps are the units on the map before they were built. considerable issue major. units well cataloged are much usefull for the mappers becuase this allow to don't waste too much time in search, try, find the most appropiate version of the unit, ... fritz, for example, in its 3.2 patch, catalogued afrika units calling with suffix -afrika-, don't giving them other season skins. it's a way, but for me this way risks to enlarge too much the list of the units, maybe filters then could be usefull. i would mantein for the same unit the usual 3 classic season skins, eventually i would go to make 2 different models which use as summer skin, one the summer and one the tropical version, distinguish them in the name, if they are camo, grey, green, maybe with other name or suffix about datation or location .. it could be made a sort of universal table, as already made for the trucks. extreme solution could be that of save maps in xml and go to change the related name of the units, you know major, but ... what is done is done
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Post by Churro on Nov 18, 2014 5:13:35 GMT 1
I need some advice on a good and stable movie creator so I can record some of the BK GEN II Actions. Anyone? The only free tool that worked for me so far is CamStudio, but you will need to play in windowed mode, i'm afraid. I haven't tried this with BK, i must admit, but used it for other screen/desktop recordings. And you might have to edit with MovieMaker or something else afterwards to get it on YouTube or such... Takes time and patience...
Well I don't trust Cam studio because I heard that its a Trojan Virus which is the nastiest virus you can get. I would Pefer camistasia over cam studio instead. My opinion Ciao xXDARKNESSXx
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Post by Churro on Nov 18, 2014 5:19:10 GMT 1
We need new poses for artillery men
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Post by Major Pain on Nov 18, 2014 7:05:53 GMT 1
The image is huge... can you scale it down a little? Took me 60 seconds to scroll around it...
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tedi88
General
Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Dec 30, 2014 17:55:42 GMT 1
Major Pain are there any news regarding Generation II?
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Post by Mascarenhas2 on Dec 30, 2014 18:56:52 GMT 1
I second Tedi, Sir! Wold be much appreciated If you may tell us the situation point. Tks
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Post by ariete on Dec 30, 2014 21:12:04 GMT 1
came on major! spit that shit .. (thug)
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Post by Major Pain on Dec 30, 2014 22:13:08 GMT 1
I haven't moved much since Late November due to Holidays, but a few things have been in testing. I have completed the new unit type table adding new types like TRVs and Amphibious. There are still some individual command issues to resolve but that table is about 99% complete. I'm finding some command conflicts which were likely present in the original development. But making a few adjustments as to which Binary Code a Command resides in seems to clear that up.
The Binary Code table allows for 64 codes within the current structure. Some commands are well established and I tried to not change most of them. There were a couple reserved for things not employed in the final release of BK in 2002, like Moral. Others are reserved for aircraft actions. These have been removed since they really didn't do anything within the game engine. That freed up 5 codes alone. Aircraft actions, like used in CMD actions in the Script, are redefined in another table for Scripting only.
The challenge was to not exceed 64 commands, which was difficult and did present a few issues. So a few ideas had to be sidelined as I considered the overall impact. At present, 62 codes have made it to this juncture, with a few changes probable depending on what BETA Testers might report.
I need at least one open slot for error handling, which will be code 255 in the eighth Octal. I'm trying to put into place a way to break a game freeze using an Assigned Combination Keyboard press. This should force a quick save and allow you to escape to the game menu. This is accomplished by exiting the game.exe into DOS MODE then returning to the game menu. In effect, the game exits to what is basically the same as your RUN Mode Command prompt, then auto-running a .Bin file which saves the game and reloads the game menu.
Because of the numerous ways a game can freeze, the tough part is collecting the internal error codes in the game. None are consistent with anything I have seen in the past, like Error 404, which basically means file/folder not found. This error is also used for Internet Sites that are not found. The game usually reports memory location by default... but this can be reduced to an actual object that has an issue.
Since the game front loads all of the game data through tables and arrays, any missing data is located at that time and usually kills the game right away. There is no way around this, but I hope to improve the way it handles this by providing an Error Report as to why it refuses to start. The most typical cause are missing models in the Obejcts.xml or modobjects.xml... or an error in a 1.xml file for a object or model. So far this is only in an experimental model and at present does not provide the information in a useable way. Because the game tables and arrays store everything by a key file number, it is that key that is reported and without accessing the table internally, you don't know what it is, or what individual part of that entry has the error. Example: Location Key 492 missing element. So I know whatever Object 492 is, has an issue. But until I find a way to drill down to the element part of that object, I can only guess what is missing or has an issue. At least this is an improvement, but not where I want this to be.
A computer is only as smart as you tell it to be... and whatever data you put in, you can take out or access it within the program. The method is still being worked out. I'm working on a way to run a shell program to access the data, while in the game. I don't plan to provide access to this right away, because I see this as counterproductive to the game play. But map makers or mod builders might benefit from this down the road. To run the application only requires entering the text editor and entering the correct command. This is the same method used to enter the cheat code. But in this case, you'll see the list of objects in their assigned Key and all of their elements (data). This code already existed in the debug portion of the game.exe, but I have not been able to get it to work yet.
It is important to understand that the game data is referred to as elements, not data. This is consistant throughout the game code. It is also important to understand that any data displayed as a Trace on your screen is not maintained in the Computer RAM... therefore, it takes up no resident memory and cannot be recalled after it has been timed out. These are delivered to the text editor as strings. While you as a player cannot access the text editor, or WYSIWIG... the game can. The exception is in Multiplayer Mode where you have limited use for chatting or for entering the cheat codes.
I know you guys want to know more about the end product, but because there is much that must work behind the scenes, I think it might be useful for an explanation as to how the changes were accomplished. As we soon discovered in 2002-03, everything about Blitzkrieg is a matter of loading modules or banks of data which contain objects. Basically, everything in BK is an object of some kind. Everything can virtually be changed in the game. But we have already reached the maximum limit of the game within its completed form. We can change and add objects, we can change the way they look and work. We can change the landscape and we can change the particles and effects. I even discovered the total number of objects possible in the game.... 1024 to the 255th power... someone work that out... That is basically 1 mb raised to the power of an 8 bit processor or 1024 multiplied by 255 times; 1024 x 1024 x 1024 x 1024 x 1024... etc... (255 times). This should not be confused with the total memory that can be occupied by these objects. But at some point, your computer will max out if you loaded everything ever created for BK, even if that is possible.
More later....
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Post by Mascarenhas2 on Dec 31, 2014 3:14:56 GMT 1
Aha, would say Ariete; that's a situation report. Way beyond whatever I could do for help, but be amazed by the amount of time and skill dedicated to it.
Could we ever pay you back for this? It's priceless, I daresay...
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