Um, can I suggest Fraps as a good alternative...

Fraps will encode live OpenGL and DirectX layers into video streams using a 
range of codecs. It will also handle the
audio for you.



> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Beane
> Sent: 24 November 2005 10:48
> To: [email protected]
> Subject: Re: [hlds] Demo -> MPEG
>
> For some reason I don't see Dan's message and I received
> Graham's response first....
>
> Graham is correct.  The render is not in real time and to go
> a step further, allow yourself both time and alot of hard
> drive space for the export rendering depending on how much
> eye candy you have turned on and the resolution of the TGA
> export files as the files will of extremely high resolution
> (based on your settings).
>
> Sequence should be:
>
> record demo <realtime>
> play demo <realtime>
> start export of demo to tga/wav <rendertime - go get coffee
> depending on length of demo> stop export <realtime> go to
> third party application to manipulate the tga/wav
>
>
> Graham Robinson wrote:
>
> >I think you will find that it will just take up to a second to make
> >each frame if you have settings on full and a rubbish
> computer. It is
> >not real time, hence why you have to make the demo first.
> >
> >On 24/11/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> >
> >
> >>--
> >>[ Picked text/plain from multipart/alternative ] I'm struggling to
> >>comprehend how that while rendering real time on screen,
> your computer
> >>may not be able to render at 60 fps, yet it is able to produce TGA
> >>files without fail 60 times a second as well as render a
> scene on your
> >>monitor. How is it able to do this? Are the TGA files of a very low
> >>resolution?
> >>
>
>
> --
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>
>
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