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Caravel Forum : DROD Boards : Feature Requests : Demo Features
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Rabscuttle
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Some of these have been asked for before. Some of them haven't.

* Uniform time demos - the ability to watch a demo with the same time between each move. This can be approximated by tapping or holding right arrow, but something hands-free would be nicer (and keep in the sliding action)

* More options while watching a demo:
--Enter: Current Game Info box (similar to what appears when playing) This contains both "Moves made" and "Monsters killed" which are what I would be interested in.
--Undo: Take back a move, same as left arrow. (I keep forgetting what I am doing and exit the demo by mistake)
--R: Go back to last checkpoint or start of room. Or more generally, some way of easily getting to an earlier part of the demo, as repeated left arrows can take time.

And conversely
* Less ways of exiting a demo. I'd prefer if just Escape exited the demo, rather than it being the default action.

* Monster kill count on the Select Demo screen. Less fuzzy than one/handful/horde, anyway. :)

* The ability to trim a demo (change the start and end points). For cases where we have a demo with an interesting middle and we don't want to have to sit through a long and boring start every time we watch it. (and we don't want to go and record another demo)
10-21-2005 at 12:35 PM
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Cascade
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Rabscuttle wrote:
* The ability to trim a demo (change the start and end points). For cases where we have a demo with an interesting middle and we don't want to have to sit through a long and boring start every time we watch it. (and we don't want to go and record another demo)
Maybe would be better here just to add "Jump to move X" feature? That would answer a few of your suggestions, actually...

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10-21-2005 at 02:04 PM
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Rabscuttle
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I also would not object to that. :)

It still would be preferable not to have to jump forward every time you watch the demo though - I guess it depends on how often you are planning to watch it.

===

The situation that I was thinking of is trying to optimise a room that has a number of distinct, non-interacting sections. I'd prefer to optimise each part separately, then just combine them at the end.

So my preferred method would be:
* Do the first section until I've got a pretty good score for that bit
* F4 to save the demo to that point
* Hit a checkpoint
* Do the second section until I've got a pretty good score for it.
* F4 to save the demo, then trim the demo, so it's just the second part
etc for each part.

* Watch each section so I can remember the best method.

* Do the room using the best bits. (without checkpoints)

===

Heh, it's really just me being lazy and I can't envision a nice way to implement trimming - maybe watch the demo to a certain point, then f3 to cut before the current place, f4 to cut after it? :?
10-22-2005 at 02:21 PM
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mrimer
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Rabscuttle wrote:
...
* Do the second section until I've got a pretty good score for it.
* F4 to save the demo, then trim the demo, so it's just the second part
etc for each part.
Use F5 to start and stop recording a certain mid-section of room play. Then you don't have to watch it from the beginning.

Oh...the problem with this is that an uncompleted demo is saved every time you restart and you have to start recording another demo, right?

I think I'm going to streamline this behavior so if you restart from a checkpoint while recording a demo, that the demo won't automatically be saved. Also, you won't have to start recording it again. I'm guessing everyone would prefer for F5 to work this way.

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[Last edited by mrimer at 10-22-2005 07:20 PM]
10-22-2005 at 07:11 PM
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Rabscuttle
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That would be nifty. :D
10-23-2005 at 02:00 AM
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Rabscuttle
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icon Re: Demo Features (+1)  
Another request:

The option to skip the mimic/decoy placement moves when watching the demo.
So when Beethro steps on a potion, the demo would jump forward to the 'move' just after it is placed.


11-01-2005 at 07:12 AM
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mrimer
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Rabscuttle wrote:
So when Beethro steps on a potion, the demo would jump forward to the 'move' just after it is placed.
Intriguing idea. Recording commands for mimic placement will be handled differently in DROD 3.0, so it will automatically work this way for version 3.0 demos.

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11-01-2005 at 04:16 PM
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Rabscuttle
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Ooh! Does that mean that it would be possible to get the proper (sans double placement) movecount straight from the demo file? (assuming it isn't already - I haven't really poked about with the demo files since JtRH came out)
11-03-2005 at 03:36 PM
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mrimer
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Rabscuttle wrote:
Ooh! Does that mean that it would be possible to get the proper (sans double placement) movecount straight from the demo file? (assuming it isn't already - I haven't really poked about with the demo files since JtRH came out)
Double placement will count as one turn in a 3.0 demo file, which I think is reasonable.

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I am Gandalf the White.
And I come back to you now at the turn of the tide.
11-03-2005 at 07:00 PM
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