new (fun?) program - DemoPlotter 1.1

The general catch-all forum for Action Quake2 related discussions.

Moderator: Moderators

L4nt0m
plummets to its death
Posts: 72
Joined: Mon Jul 12, 2004 4:10 am
Location: nl

Post by L4nt0m »

NeoFight wrote:L4ntom do u use JAVA2?
I think i have java 2, i guess, dl'ed java (new version) few weeks ago...

EDIT: i just opened it on the cmd.exe way, but then it doesnt work either... i can open it, but gets stuck on rendering the demo...
NRGizeR
feels some chest pain
Posts: 695
Joined: Mon Aug 30, 2004 1:00 am
Location: fi
Contact:

Post by NRGizeR »

OK, this is now fixed (I'll release another version as soon as I get some other stuff I'm working on done...) for now, anyone having the same problem as L4nt0m, (DemoPlotter hanging while reporting "Rendering Demos", and you are using the "Areas" plot type), just use a bigger size value (the scrollbar below the demolist) ... this will fix the division by zero bug in my code.

EDIT: Should be fixed in 1.1
Last edited by NRGizeR on Sat Jan 22, 2005 9:52 am, edited 1 time in total.
NRGizeR
feels some chest pain
Posts: 695
Joined: Mon Aug 30, 2004 1:00 am
Location: fi
Contact:

Post by NRGizeR »

As stated in the first message (just edited) I just uploaded version 1.1... The main thing in this version is the addition of lightmaps :) I've uploaded two sshots to illustrate the difference the lightmap can make :)

no lightmap
lightmapped

Other than that, the new version contains a few bug fixes, so do download it :)

btw.. by enabling lightmaps, the render will be slower...

-NRG
L4nt0m
plummets to its death
Posts: 72
Joined: Mon Jul 12, 2004 4:10 am
Location: nl

Post by L4nt0m »

ok, i just dl'ed it, and it fully works :D

Also, that lightmap feature is a very nice addition!

Good Job!!!
NRGizeR
feels some chest pain
Posts: 695
Joined: Mon Aug 30, 2004 1:00 am
Location: fi
Contact:

Post by NRGizeR »

*sigh* accidentally added old frag and death .pngs, so they are a bit big right now, I fixed the .zip file with the smaller ones, so if you don't like the bigger version, redownload the .zip, if you do like them like that, well good for you :)

L4nt0m: Good to hear that I actually got it fixed :)

-NRG
MarlPoro
melted
Posts: 168
Joined: Sat Jan 10, 2004 11:11 am
Location: fi
Contact:

Post by MarlPoro »

I just gave this program it's first testrun and it owns the shit out of a buttfucking assbandit. But could you make it so that it doesn't count kills/deaths after a round? With trigger "team 1 wins" f.ex.? Bo I'd like that.

GJ man

edit: And maybe some stats into a separate .txt file? :) Keep on upgrading this prog, I love it Bo
MarlPoro / Anxiety
Thanks for reading
NRGizeR
feels some chest pain
Posts: 695
Joined: Mon Aug 30, 2004 1:00 am
Location: fi
Contact:

Post by NRGizeR »

I've been a bit out of it lately, lots of school, and a small lack of motivation to code cause that :P

I have implemented some stats already, but I don't have it all figured out. The problem with adding a trigger for "team 1 wins" is that it's breaking the vanilla q2 support... I suppose that I could make it optional tho, I'd like to continue developing the program, but I won't make any promises :)

Thanks for the props mr poro :mrgreen:
MarlPoro
melted
Posts: 168
Joined: Sat Jan 10, 2004 11:11 am
Location: fi
Contact:

Post by MarlPoro »

Yah make it so that you can disable it if needed, options are always nice ;)
MarlPoro / Anxiety
Thanks for reading
Post Reply