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Program to resume games from replays - Page 28

Forum Index > SC2 General
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Prev 1 26 27 28 29 30 39 Next All
d9mmdi
Profile Blog Joined April 2011
Germany179 Posts
April 14 2012 21:46 GMT
#541
if there was a kickstarter or donation page for this guy to make a better version as he said id pay
You gotta step over dead bodies - Momma Plott
Medrea
Profile Joined May 2011
10003 Posts
April 14 2012 21:47 GMT
#542
The possibilities of being able to restart a game from a certain point are endless.

Imagine the practice opportunities it could give,
twitch.tv/medrea
antiq
Profile Joined June 2008
Slovakia191 Posts
April 14 2012 21:55 GMT
#543
On April 15 2012 06:47 Medrea wrote:
The possibilities of being able to restart a game from a certain point are endless.

Imagine the practice opportunities it could give,



This is true. Remember all those times casters said things like "I could win it from this position"? They could put their money where their mouth is.. there could be legendary end-game positions which you could play out yourself, like in chess, etc.
SamsLiST
Profile Joined May 2011
Germany184 Posts
April 14 2012 22:58 GMT
#544
...I am puking rainbows all over my keyboard
DustyShelf
Profile Joined September 2010
United Kingdom111 Posts
April 14 2012 22:59 GMT
#545
Awesome exercise but I would imagine this would never be a final implementation due to the fact that it relies on the setup of the program in memory meaning that there is a direct dependency between the two. Change the core and this fails without any compiler errors.

Still a large amount of credit for doing this work, certainly shows an implementation of how this can be performed and how the problem of disconnects can be fixed WITHOUT adding LAN.
Lets hope that Blizz already have a more stable/maintainable implementation of this in the pipeline.

Proseat
Profile Blog Joined February 2012
Germany5113 Posts
Last Edited: 2012-04-15 00:27:51
April 14 2012 23:55 GMT
#546
On April 14 2012 23:31 TheSuperCow edited the opening post:
edit:

I made it so it pauses the game upon reaching the specified time, and it disables user input until then.
[...]
There is of course a few issues, the most notable right now is that it seems to matter who hosted/which order people joined. Most likely, the order joined/slot occupied by player must match with the originals from the replay, this is again most likely due to simple unit numbering internally in SC2, where the host's units are created first and so forth.

Oh, and control groups are not restored. At least not with regards to the user interface.
There should be no issues with spawn positions as this is indirectly determined by the random seed, which is overridden.
[...]


Nicely done adding the suggested pause and locking user input during fast forward.

It makes sense as a general approach for the game/render engine to go with numbered placeholders for players with the actual player names just being stored in a separate string table. These numbered placeholders invariably correspond to the UI slots that joining players fill when creating the custom game. So to make things work properly with the current implementation, this slot setting needs to be replicated. If Blizzard ever were to incorporate a resume feature like this into the client, they'd probably render a custom game UI with only the slots to fill found in the replay to be loaded and internally associate these slots with the placeholder IDs used in game instructions (build unit X for player 1, move unit X to x,y for player 2, etc.).

As for the missing control groups: Seeing as how replays viewed in the client have these, I am pretty sure the information about such control groups is indeed saved in the replay file. I assume there is a subroutine that needs to be called to visibly re-set these in the clients of those joining the custom game to resume the replay. Not sure how far you have gotten in reverse engineering the game/render engine APIs in that regard, but a little more digging might uncover such a subroutine to re-set and render the control groups in injected resume mode.

It makes sense that spawn positions are a function of the random seed. So it's just down to filling the proper slots of all the original participants (definitely players, possibly also observers and referees, especially if they typed chat I guess?) and picking the original map version with the same terrain to not bug out recorded unit commands. I do believe the map data is part of the replay as well, but I'm sure it would mean a lot more work to replace a randomly picked map when creating the host custom game with the map data from the replay in-memory.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Chronos.
Profile Joined February 2012
United States805 Posts
April 15 2012 00:43 GMT
#547
If this was implemented, it would be the single best change for both practice (starting games at certain points) and tournaments (picking up after lag-outs) that Blizz could do with such a low amount of work actually required (supposedly).

I still feel iffy about downloading a 3rd party mod for SC2, but would love for Blizz to implement this.
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
April 15 2012 01:11 GMT
#548
On April 15 2012 06:39 [17]Purple wrote:
Show nested quote +
On April 15 2012 03:05 rotegirte wrote:
On April 15 2012 02:39 SayGen wrote:
On April 14 2012 23:41 turdburgler wrote:
On April 14 2012 22:58 SiroKO wrote:
You'd be foolish if you sincerely believed that Blizzard developing team can't implement such a feature...

The question is more, why they don't want to do it... They might have other objectives currently...

Still, gratz for actually coding the stuff and not just pretending it's easy to do, this way all the non-programmers TL members will now be convinced.
However, I doubt any tournament organization would accept a third party software...


because they are a capitalist business. theres no money in making it so they divert 0 resources to it.


Ur dead wrong, you should of said
They are a capitalist business, and there is money in making it, so they should divert resources into it


A quality game is a selling game.

No one wants to be DC'ed.
No one wants a ref to determine the course of the game.
Lots of tounry applications


There is more money in doing other things..


Like what? Pissing of their consumers by not adding basic reconnect features for an e-sports title? That destroys consumer goodwill and makes them a less credible company in the eyes of many.


really? Heart of the Swarm is your answer. Gamer 'boycotts' have been a joke in the past. 99.99% of people will buy HoTS with or without this feature, thus making implementing it a cursory issue.
JackDT
Profile Joined January 2012
724 Posts
April 15 2012 01:15 GMT
#549
Holy cow MrBitter just did special segment devoted to this program on NASL. Seriously best first post ever.
Jisall
Profile Blog Joined January 2011
United States2054 Posts
April 15 2012 01:16 GMT
#550
had a feeling this would explode after NASL
Monk: Because being a badass is more fun then playing a dude wearing a scarf.. ... Ite fuck it, Witch Doctor cuz I like killing stuff in a timely mannor.
Cubeface
Profile Joined April 2011
965 Posts
April 15 2012 01:17 GMT
#551
I support this fully.
stormchaser
Profile Joined January 2011
Canada1009 Posts
Last Edited: 2012-04-15 01:49:35
April 15 2012 01:49 GMT
#552
On April 15 2012 10:15 JackDT wrote:
Holy cow MrBitter just did special segment devoted to this program on NASL. Seriously best first post ever.

Came here to say this, BLIZZARD HIRE THE DUDE THAT MADE THIS
Rorix
Profile Joined December 2010
357 Posts
April 15 2012 01:57 GMT
#553
This program can improve your play. Seriously, awesome piece of code right here. Wanna see how you handle specific strategies/entry points at any point in the game? load up that part of the game and re-play the replay part of it.

SC'eption.
roflstomper
rotegirte
Profile Joined April 2011
Germany2859 Posts
April 15 2012 02:18 GMT
#554
On April 15 2012 06:39 [17]Purple wrote:
Show nested quote +
On April 15 2012 03:05 rotegirte wrote:
On April 15 2012 02:39 SayGen wrote:
On April 14 2012 23:41 turdburgler wrote:
On April 14 2012 22:58 SiroKO wrote:
You'd be foolish if you sincerely believed that Blizzard developing team can't implement such a feature...

The question is more, why they don't want to do it... They might have other objectives currently...

Still, gratz for actually coding the stuff and not just pretending it's easy to do, this way all the non-programmers TL members will now be convinced.
However, I doubt any tournament organization would accept a third party software...


because they are a capitalist business. theres no money in making it so they divert 0 resources to it.


Ur dead wrong, you should of said
They are a capitalist business, and there is money in making it, so they should divert resources into it


A quality game is a selling game.

No one wants to be DC'ed.
No one wants a ref to determine the course of the game.
Lots of tounry applications


There is more money in doing other things..


Like what? Pissing of their consumers by not adding basic reconnect features for an e-sports title? That destroys consumer goodwill and makes them a less credible company in the eyes of many.


Unfortunately, those interested in competitive gaming are not the majority of their customers by a large margin
Josh_rakoons
Profile Joined December 2011
United Kingdom1158 Posts
April 15 2012 02:59 GMT
#555
Blizzard has to be feeling really dumb right now.
Herper
Profile Joined January 2011
501 Posts
Last Edited: 2012-04-15 03:07:22
April 15 2012 03:06 GMT
#556
I think it has been said already, but blizzard can do a lot of things. This is one of them, so is LAN, etc
But the question blizzard may ask is, is it worth the time and money? Maybe they will put this as a feature for HotS? Or maybe LotV
dudecrush
Profile Joined August 2010
Canada418 Posts
April 15 2012 03:56 GMT
#557
I doff my cap to you sir. This shows so much promise as a cure for disconnects. Thank you very much!
Honga
Profile Joined October 2011
Australia64 Posts
April 15 2012 05:07 GMT
#558
While I haven't used this to experience it, but if group memory editing is possible, couldn't you create a lan client that hosts games and communicates the current state (no idea on the speed) but it sounds reasonable.
_MagnuM_
Profile Joined July 2011
Denmark136 Posts
April 15 2012 06:00 GMT
#559
OH.. MY... GOD...

Sir, you have singlehandedly cured the game!! This will mean there won't be anymore disconnects in the future in tournaments!! If you have a third-party host that could immediately load up the game again after a disconnect.. I mean, the uses for this program are just so freaking awesome!!

I'm lost for words man..

I'm just thinking of everything this can be used for.. Imagine pros watching a replay after a loss and trying to figure out what they did wrong and see if they could change a few things.. Its like going back in time almost!!... Dude.. You have just invented a SC2 TIME MACHINE... and yeah thats what you should call it...!!!

And i'm sure you can fix the controlgroup issue.. Cos they are loaded up when you load the replay, so maybe you are just missing some code somewhere?..
anyway man... AWESOME JOB!!

GG GL !!!
We don’t stop playing because we grow old; we grow old because we stop playing.
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
Last Edited: 2012-04-15 07:15:02
April 15 2012 07:14 GMT
#560
On April 15 2012 11:18 rotegirte wrote:
Unfortunately, those interested in competitive gaming are not the majority of their customers by a large margin


Don't know about that. Alot of the SC2 playerbase are watching competitive SC2 now. Look at the turnout for MLG and IPL - the turnout has been stellar and growing.
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