Notes |
|
|
bind z "+showscores; wait 1; screenshot; wait 1;-showscores;"
I thought this would work but someone might be able to refine something better. It keeps auto screenshotting if I hold 'z' down sadly. |
|
|
|
You misinterpreted water. He wants a cvar that automatically screenshots end game results. As in, auto screenie the intermission screen.
|
|
|
|
Eh sorry for that. I just noticed that you thought I was talking about showing scores for an amount of time, just like you've done for Zan+. |
|
|
|
Ah I see, my mistake.
I'm guessing the most reasonable way to do this would be to screenshot as soon as the gamestate changes to intermission and is rendered?
My plan is to notice when it changes from any gamestate to the intermission gamestate, and then take a screenshot there after the scoreboard rendering is done. This should be possible, when I get home later today I'll make up a cvar for it.
cl_screenshot_scores? |
|
|
|
|
|
(0010737)
|
Dusk
|
2014-10-30 16:49
|
|
Maybe 'screenshot_intermissions' for the CVar name? |
|
|
|
Yeah sounds better. Screenshot_scores might be confusing actualy, hence why Water has been. |
|
|
|
|
|
(0010745)
|
Dusk
|
2014-10-31 02:42
(edited on: 2014-10-31 02:56) |
|
Instead of detecting gamestate changes you should probably do the auto-screenshot in WI_Start.
Thinking further, the CVAR could also be called "wi_autoscreenshot".
|
|
|
|
Is the full scoreboard rendered there if I put it in WI_Start? |
|
|
|
I agree with Dusk, this should be doable without trying to manually detect gamestate changes. WI_Start should be a good starting point. |
|
|
|
|
|
(0010799)
|
Karakurt
|
2014-11-02 20:57
(edited on: 2014-11-02 22:20) |
|
Thanks for adding it up anyway!!!
|
|
|
|
We have two options:
1) wi_autoscreenshot
2) autoscreenshot
Torr can you choose the one you want to see? Then I'll commit it. |
|
|
(0010811)
|
Dusk
|
2014-11-03 12:41
(edited on: 2014-11-03 12:42) |
|
A 'wi_' prefix is needed for the name to imply being related to intermissions...
|
|
|
|
Yeah Dusk is right actually. Didn't know there were commands starting with this prefix. Anyway how will that work on the multiplayer, will it be controllable by the player? |
|
|
|
It's all controllable by the player. As long as the flag is set to True, it will screenshot once every intermission. |
|
|
|
I prefer wi_autoscreenshot. |
|
|
|
Updated pull request with the proper name |
|
|
|
|
|
(0010887)
|
cobalt
|
2014-11-15 14:51
|
|
|
|
(0010915)
|
Arco
|
2014-11-21 12:04
(edited on: 2014-11-21 12:06) |
|
|
|
|
Ok so here is how it works:
1) As stated above, the autoscreenshot takes a screenshot when the fraglimit / timelimit is hit -- even though the screenshot message appears in the intermission and not at the same time, which is how it should work -- :
'http://www.hostingpics.net/viewer.php?id=470274ScreenshotDoom20141121155439.png [^]'
2) The screenshot will only be registered if you are still in game when the intermission shows up, meaning that if you leave the server, or if you alt-tab before the intermission, no autoscreenshot. |
|
|
|
Can you give me the settings you guys used so I can try this out? |
|
|
|
Make a server, load up shoot.wad
Add 2 bots and set the fraglimit at 1
Set wi_autoscreenshot at 1, screenshot_quiet at true (so you could see the screenshot message)
Watch |
|
|
|
Do you use OpenGL? I only tested this in Software, but Dusk brought up that OpenGL rendering may take a different path. |
|
|
(0010922)
|
Dusk
|
2014-11-21 17:41
|
|
Quote [19:36:08] < Dusk> what happens if you do vid_hw2d false
[19:36:10] < Dusk> and try it
[19:36:24] < Dusk> you might need to restart(?)
[19:36:24] -!- Water` [~quassel@Watermelon.users.zandronum.com] has quit [Connection closed]
[19:37:32] < Arco> Works.
[19:37:42] < Arco> Withoue restarting.
[19:37:49] < Arco> without*
[19:39:17] < Dusk> so that's the culprit
[19:39:30] < Dusk> goddamn microsoft hindering us with its lousy directx :P
bam |
|
|
|
Ok what do we want to do here? I have no idea why DirectX is causing the code to not be properly screenshotted at the right time. Should we just put a warning for anyone who is using vid_hw2d and not perform the screenshot? |
|
|
(0010956)
|
Dusk
|
2014-11-24 19:18
|
|
Pretty much everyone who uses Windows has vid_hw2d set to true so this would be a rather bad idea. |
|
|
|
Yeah, this needs to be fixed. The screenshot CCMD does work with vid_hw2d true, doesn't it? |
|
|
(0010964)
|
Dusk
|
2014-11-24 22:44
(edited on: 2014-11-24 22:49) |
|
Right, it does.
Quote
[23:44:45] < Dusk> have you tried letting it render twice before taking the screenshot?
[23:45:08] < Dusk> instead of having a bool as a lock, make it an integer
[23:45:17] < Dusk> if (++counter == 2) M_ScreenShot();
|
|
|
|
Since Water is away for a bit, I went ahead and tried to take care of this. At least on my system, this works now under with "vid_hw2d 1" and the software renderer under Windows. Can those who had problems with this, check if it works now? |
|
|
(0011168)
|
cobalt
|
2015-01-01 17:54
|
|
|
|
|
this seems to work just fine in opengl, windowed or fullscreen, alt tabbed or not
however in software while in fullscreen and alt tabbed, "could not create screenshot" is shown and no screenshot is created |
|
|
|
You want it to make a screenshot when Zandronum is running in full screen, but you are alt-tabbed out of Zandronum? In particular, nothing of what you want to be in the screenshot is visible? I don't think that this is supposed to work with the software renderer (and I'm surprised that this actually works with the OpenGL renderer). I'd expect ZDoom not to render anything in this case and thus there is nothing to make a screenshot of. |
|
|
|
well i wasnt sure so i figured what was the harm in mentioning it? if its simply a "dont do that" type of thing, then i guess thats that |
|
|
|
No, it surely didn't harm to mention it. It's good if we talk about the limitations so that everybody is aware of them. |
|
|
(0011445)
|
fuleco
|
2015-01-19 15:04
|
|
|
|
|
Strange, so far it seemed to work for everyone with OpenGL. Are you using the latest beta, i.e. 150118-1152? If so, which GPU are you using? |
|
|
(0011457)
|
fuleco
|
2015-01-20 14:51
|
|
|
|
|
Does the feature work for anybody with an ATI GPU? I only tested it with NVIDIA GPUs so far.
|
|
|
|
It works fine for me. (ATI Radeon HD 5570) |
|
|
|
This feature seems to be working fine. |
|