How does it work? If it's server sided i can imagine this will cause heavy diskload for the server i.e. lagg and stutter for the player. And imagine you have more than 1 gameserver running on a dedicated, the load will be bigger. edit: yeh it's server sided. The update gave us serveradmins 3 cfg files where we can edit the settings for it. We can choose for either local storage ( i.e. on the same machine as the gameserver) or upload it to a host, which means a different machine. We have the ability to do both because lethal-zone rocks!, but I need to dicuss this with snelvuur. It will cause extra serverload/harddisk load and bandwidth usage. So maybe just on 1 or 2 servers, maybe all. Can't say at this moment. Server will need to reboot to enable it btw.
Just recorded the first round I could record on a server. The server itself wasn't laggy and was filled with players. It does have it's faults though. See below: [youtube]http://www.youtube.com/watch?v=SvkEsgkyRmQ[/youtube] In the editor I had been using free view since the very first frame, the result still started from my pov for some reason. I also play in a 1024*768 resolution. As a result, scoping looks fucked up, the field of view is VERY different from how it looked in my editor, and I can't see any deathnotices (but this might be working as intended?). I personally don't like the editor so far. It is actually quite limited
omg thats bullshit haha why the hell would the make it server sided???? it's the player who's making the video so it should be stored local :roll:
Because then you had the same issue as with .dem files I guess, it'd only record players which aren't on the other end of the map.
its really a STV demo thats automatically managed so clients can pull 'm from the server via http download. it also takes a slot. Options to improve it are to put those in a folder that is located on a different hard disk etc. but yeah, if the server doesn't have that.... /edit: I just looked around, and there not many servers supporting it. that competition will end up in a competition to FIND a server that supports it. I need a dustbowl server that supports it, for I have a project thought up. /edit2: <a class="postlink" href="http://forums.steampowered.com/forums/showthread.php?p=22252858#post22252858" onclick="window.open(this.href);return false;">http://forums.steampowered.com/forums/s ... st22252858</a>
it looks likes the server becoming laggy when someone is downloading a demo is a bug. a quote from a valve employee. Source
Optional updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Source Engine Changes (CS:S, DoD:S, TF2, HL2M) - Fixed a client crash in the material system. Team Fortress 2 - Replay publishing system will try to do a rename for local HTTP mode but will manually copy and delete the file if the rename fails, which can happen if the source and destination are on different volumes. - Fixed threading issues on Linux, which was causing major lag spikes. - Fixed replay data cleanup system, which cleans up stale data at the end of each round. This asynchronous operation can be explicitly invoked by executing a replay_docleanup command on the server. - Removed unused convar, replay_cleanup_time. - Saxxy fanfare music wasn't playing on music channel. Music will only play once per launch now and will not play on a changelevel. Jason "Optional updates" ?????
I suggest you try to join a server that has not been updated with latest.... it wont connect... valve made a update some time ago that client and server versions need to match.