Yeah, exactly. HUD wise all it's gotta do is poll for changes (Likewise 
for other networkvars). Find some way of storing all their values in a 
structure that wont depend on game version.

Garry Newman wrote:
> I dunno. I'm guessing it could be even simpler than that.
>
> For the demo's you've only got to really record what things looked and
> sounded like. So things like models, angles, positions, gestures. You
> don't need to know all the internal data like reload timings etc..
> with the exceptions of data for HUD stuff, like health and ammo
> counts.
>
>
> garry
>
>
> On Thu, Sep 18, 2008 at 4:24 PM, Nick <[EMAIL PROTECTED]> wrote:
>   
>> The only possible solution valve could do for such a thing is a version 
>> system.
>>
>> Valve GAME ENGINE demo control interface>
>>
>> Demoversion1.dll
>> Demoversion2.dll
>> Demoversion3.dll
>> Demoversion4.dll <newest one is added instead of replacing the old one
>>
>> Every saved demo uses specific version ID that enables it to work with
>> the previous Demoversion1.dll.
>>
>> As long as the "<demo control interface>" remains the same, or keeps
>> the same functionality, it should last as long as the engine does.
>>
>>
>> On Thu, Sep 18, 2008 at 9:28 AM, botman <[EMAIL PROTECTED]> wrote:
>>     
>>> Nick wrote:
>>>       
>>>> A new format that won't have this problem? LOLOL
>>>>         
>>> Maybe they're going to store everything in a text file?  XML?  :)
>>>
>>> --
>>> Jeffrey "botman" Broome
>>>
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>>     
>
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