That's what they're working on.  Currently, demos are tied directly to the
Source engine's networking protocol.  I'd imagine they'd be moving to a more
"portable" format, but all we can do is speculate at this point.

-Richard Eid


On Thu, Sep 18, 2008 at 2:13 PM, Tom Leighton
<[EMAIL PROTECTED]>wrote:

> 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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> >
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