Profile of Seb
Post History of Seb
Thread: "Post contains" filter doesn't work21 Nov 2019, 21:31 PM
I think I have the same issue indeed.
Thread: Count Topic28 Sep 2018, 00:34 AM
cinq mille quatre cent vingt six
In: Scrap Yard
Thread: Count Topic30 Nov 2017, 15:44 PM
Apparently we are at 20000. And I have no idea how 5413 is related.
In: Scrap Yard
Thread: Is there a way to block specific users posts?4 Sep 2017, 16:41 PM
Look for the user ID in:
.posts .post .header .left a href
The user id of the poster is the number on the link there.
If it matches the user you want to ignore, from there go back to the parent .post and delete it. Or replace the content with whatever you wish.
I'm pretty sure I've seen scripts doing that shared previously on the forums. This is also probably exactly what the above extension does.
Thread: Livestream List is Stuck26 Apr 2017, 15:24 PM
Thanks for the report, this should be fixed.
Let me know if anything else seems wrong.
Thread: Scroll down page forum16 Mar 2017, 19:02 PM
Mouse over our logo in the top-left: site wide thread index
Thread: Can't sign in to Twitch on COH2?16 Mar 2017, 18:59 PM
Twitch retired their old API based on username. We had to make a change on our livestream code to fix it. I would assume Relic used the same API but didn't make the change yet.
Thread: Project for Parsing CoH1 Replay Data to Stream Overlay10 Mar 2017, 18:24 PM
COH2 header got more stuff added to it over time after some requests we made to Relic that they gracefully implemented.
COH and COH2 replays are very similar, not always, but except few structural changes, it's usually just that COH has less info.
The best way to figure it out is to look at the existing parsers.
The header is everything before the commands... It does contain the match info, players info, map info, ... Including the RNG seed. However the seed is completely useless without the full game engine, since you need to know how the seed is used to calculate the numbers, which depends entirely on their code. It probably depends on time and/or also probably depends on how many other RNG calls have been made up to a certain point in the game. So for us I consider it meaningless for all intents and purposes. I know for sure they don't just seed an existing number generator, they do have their own generation code created in the 90s from their older games, and always kept it, or something along those lines.
This is why I said that to simulate the game based on the replay to extract any meaningful info is to recreate the whole game engine to the most insignificant detail. I would definitely consider it easier to create an actual hack to read from the game memory while the replay is playing.
To answer the few questions:
No, the replay doesn't store the result of the RNGs, it's all based on the non exploitable seed (as I explained, this is in practice, because in theory it is possible).
From the replay data only it's impossible to know when the game is over, or who won the game in COH1. This has always been the most significant issue of any replay tool, replay section, automated tourney result validation, or any other data mining possibility.
For the ticks I don't remember exactly, but I think there is a tick in the replay every time there is a command that tick (and there could be multiple commands per tick too). If no command has been given that tick, it could be either that the tick is missing, or is present but empty. It's just an implementation detail, the best is to look at the parsers.
Thread: Project for Parsing CoH1 Replay Data to Stream Overlay6 Mar 2017, 21:29 PM
To complete what I told you on my PM and answer specific points raised on this message:
For actual live spectator there have been attempts with modded game and modded maps. Nothing is supported from the game itself except just being in-game (as player), or viewing a replay solo. It's theoretically possible to hack the game or to create a 3rd party app to sync multiple clients on the same replay time. Not sure if it has been done, or if it's even worth it.
Doctrine selection and time is very easy from the replay file because it's an irreversible one time action.
Units killed is impossible from the replay file, because it is not written and it directly depends on the simulation done by the game engine. Unless being able to recreate the simulation of the game engine entirely... Or again to hack the game to listen to that information directly from the in-game memory/events.
Same problem for showing the units on both side...
As for the commands used, it will work, except you won't have the result of the command.
If you see clicks on the map, you don't actually know where units are without taking into account the map itself, path finding, combat, retreats, ... from the start of the game to the end.
If you see multiple units are queued on buildings, you need to simulate the building time, check there was no command to cancel the build, simulate the game to know the building wasn't destroyed, etc, etc before even being able to decide that the unit arrived on the map...
Or you can just make something approximate and only take into account the usual cases.
So basically half of what you want might be directly on the replay file, and for the other half it's probably impossible, unless recreating a perfect simulation of the game engine (from scratch or based on the game files), which either way doesn't sound realistic to do at all. At that point it's probably easier to "just" create a hack to the game memory to grab the required info...
And for those who didn't get the PM:
Time is in there, it's based on ticks 1/8 of a second if I remember. It's just an incremental number that you multiply to get time. It should be one of the first blocks of data before the actions.
You can look there for Inverse's coh2 parser we use on the site (actions didn't change much I believe): https://github.com/ryantaylor/vault
Source for a coh1 parser (I don't remember in which state it is but probably functional or close enough): https://www.gamereplays.org/community/index.php?showtopic=813678
Thread: "Add Livestream" don't working1 Mar 2017, 00:01 AM
Please try again now. Hopefully that should be fixed, at least for adding.
Until proper fix we might have more issues in the future with updating the list.