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LR V3.4.X [03 MAY 2015 UPDATE]

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Chuggers
.Iso
Z_N-Freak
iPi
OTDE
[senpai] kevans
theacp127
WTB
Orthuss
ScrungleBlumpkus
GhostY
SPL4SHZ0N3
Summoning
mhenr18
rabid squirrel
Rafael
crash2burn
Getthim
Traxis
Fauxfyre
efrazable
gaoyubao
Darkness
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LR V3.4.X [03 MAY 2015 UPDATE] - Page 11 Empty Re: LR V3.4.X [03 MAY 2015 UPDATE]

Post by rabid squirrel Tue Apr 07, 2015 10:54 am

what's with the white line across the screen
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Post by [senpai] kevans Tue Apr 07, 2015 12:49 pm

It was his scarf ENTRAILS! OOOOAAAAAHHHHHHOOOOOOOOO!
[senpai] kevans
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Post by efrazable Tue Apr 07, 2015 7:29 pm

And it wasn't just pixelated blood. It was really realistic blood.
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Post by [senpai] kevans Tue Apr 07, 2015 7:40 pm

Update pushed, download link in OP.

Added

-Rewind now possible. Hold CTRL/CMD to rewind your track. Includes setting in options menu to adjust amount.
-Frame scrubbing. While paused, the scroll wheel will scrub the track.

KNOWN BUG. There seems to be an issue with constantly rewinding tracks all the way back to the start, Issue appears that frames will be lost and time will become skewed. Not entirely sure if this affects the track as a whole, but desyncing does occur, so this feature should not be relied on for timing purposes. I have worked hard to fix this, but I haven't succeeded yet.

Changes/fixes

-Reduced size of file
-Other arbitrary stuff
[senpai] kevans
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Post by ScrungleBlumpkus Wed Apr 08, 2015 8:05 pm

yayy I love new versions
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Post by [senpai] kevans Mon Apr 13, 2015 8:07 pm

Update pushed, download link in OP.

-Fixed rewind desync. It now plays properly when you resume playback and frames are no longer dropped.
-Added "Damn it, Kevans." to the title quips.
[senpai] kevans
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Post by efrazable Mon Apr 13, 2015 9:09 pm

[senpai] kevans wrote:-Fixed rewind desync. It now plays properly when you resume playback and frames are no longer dropped.
curious, how did you manage to figure that out?
-Added "Damn it, Kevans." to the title quips.
i love these things, it's a little WRTL personalized touch on the game. My favorite is the matrix pills reference. 8D

Here's some more quips if you'd consider:

♪ They see g-rollin'
Rotatin' ♫

In memoriam of the great 'flow vs. kramual' wars of 2012

Virtuso's Groove-icity Miracle Thorn of Life Clan

Scenery ideas: haunted house, wonders of the world, amusement park, ski lodge, etc.
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Post by [senpai] kevans Mon Apr 13, 2015 9:23 pm

I noticed that it wasn't storing the frames correctly and wasn't calling them back correctly.
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Post by ScrungleBlumpkus Tue Apr 14, 2015 2:50 pm

I noticed a few things about rewind: If you rewind with flag on and rewind before the flag, the game white screens in such a way that it cannot be fixed. No amount of holding a and pressing play, reloading the track, playing without flag at all, or anything after you white screen this way will fix it.
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Post by [senpai] kevans Tue Apr 14, 2015 6:59 pm

Dapianokid wrote:I noticed a few things about rewind: If you rewind with flag on and rewind before the flag, the game white screens in such a way that it cannot be fixed. No amount of holding a and pressing play, reloading the track, playing without flag at all, or anything after you white screen this way will fix it.

Ahk, I know why it's causing this, I can fix that up real quick.
[senpai] kevans
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Post by [senpai] kevans Wed Apr 15, 2015 12:28 am

Planned feature for everyone, demo recording.

So while I was farting around with the rewind code, I saw how smooth rewinding works. I took advantage of this and added an optimized fast forward where if the frame has already been recorded, it'll just skip ahead to desired frame instead pf running the simulation, and it was pretty damn fast. As soon as unrecorded frames occurred, performance took a nosedive since it had to start running the simulation.

https://www.youtube.com/watch?v=yS9lx0-qv-w

So this led me to start making a demo system for LR. For those of you who do not know what a demo is, it's like the game having it's own video file type, or way to make the engine act as a video player instead of engine. idk if that's the best way to explain it. The way it works is that it will create a separate sol to save as demo. Due to flash limitations, I'm going to have to limit it to one demo file at a time, and one track per file. When LR opens this, instead of running the track simulation, it will simply read off the recorded numbers and play back the track as it's told to. Not only (in theory) would this solve recording issues, this will also solve platform differences for recording. No longer will we have to resort to lowering our flash player to play silent flame if the demo was already made! And other cool stuff...
[senpai] kevans
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Post by Pawel3 Wed Apr 15, 2015 10:27 am

YES THAT'S EPIC
teach me senpai
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Post by gaoyubao Wed Apr 15, 2015 10:57 am

does the fast-forwarding still work if you add lines?
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Post by [senpai] kevans Wed Apr 15, 2015 12:42 pm

gaoyubao wrote:does the fast-forwarding still work if you add lines?

No, it does not. This means this secondary fast forwarding will be activated with an adeed keystroke. Shift+space should do nicely.
[senpai] kevans
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Post by ScrungleBlumpkus Wed Apr 15, 2015 8:58 pm

You are such a coding God. Repre-fucking-sent that shit, kevans.
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Post by Getthim Thu Apr 16, 2015 3:57 am

Kev's like the bill gates of LR
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Post by weebit Thu Apr 16, 2015 8:36 am

Getthim wrote:Kev's like the bill gates of LR


^^^^^^

Stole the words I was about to type
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Post by Pawel3 Thu Apr 16, 2015 4:34 pm

If you add a tool to record the track perfectly, I'm sure everybody will love you 6ever
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Post by [senpai] kevans Thu Apr 16, 2015 5:32 pm

I did run a few benchmarks, and heavy scenery (IE archaeology) did lighten the load, but it wasn't the jaw dropping performance you'd expect. The lag if scenery is caused by having so many objects on screen, not running the sim.

Big benefit though is with demos, we can now have the ability to share tracks without worrying about mac/pc and flash player differences.

I think I'll start implementing that playback system I've always wanted.
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Post by [senpai] kevans Sat Apr 18, 2015 12:23 am

Update has been pushed, download link in OP.

Added:

-Recorded frames are now saved in the sol per track.
-Optimized fast forwarding added. When track has already been played, holding shift+space will enable this. Release shift to stop.

Fixed/Changed:

-Fixed eraser not working in live draw.


Last edited by [senpai] kevans on Sun May 03, 2015 2:14 am; edited 1 time in total
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Post by iPi Sun Apr 19, 2015 10:18 am

Does rewind not work with tracks made before the update, or is there something broken on my end?
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Post by [senpai] kevans Sun Apr 19, 2015 11:04 am

It's hard to tell when all I'm told is "it's not working". I need you to make sure you have the latest build downloaded and see if it still have issues. If the problem persists, relay to the exact steps you're taking, provide me a sol, etc.

Also I need to point out that the rewind only works if you've played the track. Rewind isn't making the physics run backwards, that's literally impossible. This is probably why it's not working simply because the rewind frames haven't been recorded in the first place.
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Post by [senpai] kevans Sun Apr 19, 2015 2:37 pm

Seems simply enough: https://www.dropbox.com/s/s2a6kux9zzu04l1/Screenshot%202015-04-19%2014.37.15.png?dl=0
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Post by [senpai] kevans Sun Apr 19, 2015 3:25 pm

Triple post, idc.

Update pushed, download link in OP.

Fixed/changed:

-Fixed older tracks not allowing rewind to work correctly. Bug found by iPi

Added:

Following quips have been added:
Code:
♪ They see g-rollin' Rotatin' ♪
In memoriam of the great 'flow vs. kramual' wars of 2012
Virtuso's Groove-icity Miracle Thorn of Life Clan
#downwithopal
this is the first good build
[senpai] kevans
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Post by [senpai] kevans Sun Apr 19, 2015 9:16 pm

I think I'm the only person here who can get away with a quadruple post in a single day in the context of what's happening here.

https://www.dropbox.com/s/3wmvs5e8gzum681/Screenshot%202015-04-19%2021.07.39.png?dl=0
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