supahons wrote:there is a reason for the strange format of the recordings and scenarios (age3Yrec,age3Yscn) --> copyright if the developers would have wanted to make this knowledge public, then they would have chosen a different format, but they didn't. for instance in the scenario-editor you can only add triggers to your trigtemp file, that's all as far as ik. the game recording is like a cassette (with more than only audio data) - you sing/play and then you can listen/watch it again. (timedelay, lag included)
legal solution: play lan-treaty games
I'm just curious, from the technical side what is actually preventing someone from seeing how the recorded gameswork?
File is very big. It contains some words which are not represented by normal alphabets we read (it looks like empty boxes). And these boxes makes it hard to extract every detail. However our devs have learnt to extract most out of it and still learning to do more. I could upload the decompressed rec file with txt format, but it is very big (>14 MB).
supahons wrote:there is a reason for the strange format of the recordings and scenarios (age3Yrec,age3Yscn) --> copyright if the developers would have wanted to make this knowledge public, then they would have chosen a different format, but they didn't. for instance in the scenario-editor you can only add triggers to your trigtemp file, that's all as far as ik. the game recording is like a cassette (with more than only audio data) - you sing/play and then you can listen/watch it again. (timedelay, lag included)
legal solution: play lan-treaty games
I'm just curious, from the technical side what is actually preventing someone from seeing how the recorded gameswork?
File is very big. It contains some words which are not represented by normal alphabets we read (it looks like empty boxes). And these boxes makes it hard to extract every detail. However our devs have learnt to extract most out of it and still learning to do more. I could upload the decompressed rec file with txt format, but it is very big (>14 MB).
Ah so it is a lot of code that you can read, but scattered in the code are these boxes? And AOE executes the code represented by these boxes, but it's difficult to understand exactly what instructions these boxes encode?
musketeer925 wrote:Yeah I definitely don't think it records player clicks. "Actions" (being "musketeer w/ ID=100 told to move to 0x=100,y=100) would be much simpler.
This got me curious now... How would you explain camera positions? Are those considered actions as well?
musketeer925 wrote:Yeah I definitely don't think it records player clicks. "Actions" (being "musketeer w/ ID=100 told to move to 0x=100,y=100) would be much simpler.
This got me curious now... How would you explain camera positions? Are those considered actions as well?
Could be actions, could be a totally separate stream of data elsewhere in the file.
We really know very little about the file format or what data it contains. Our rec parsing tools for the site only get some header information for basic game info.
AoE:O and AoM use the versions of the same engine. Other than that, not really. It uses Havok components for its physics and destruction, but that isn't likely to have any influence on the rec format.