This would be great benefit especially to modders who have already put in so much effort building tracks and/or who struggle with getting good fast path themselves in dev mode. Community members could send replay files to the modder which the modder could use as a fast path for AIW. A related innovation would be for a track to have multiple AIWs (i.e. modern, historic) for players to select from without having multiple versions of track...
Definately. Historic requires such different lines due to the tires that the AI really need a completely different path to work properly.
This is still using Dev Mode but it does pretty much what you're asking for, from Build 946 notes: – Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode. So essentially I believe you could: - record the reply - send it to the track modder - who then loads it in his/her dev mode to get the Fast Path from that Whether or not that works is for someone to try
Are you sure that you can use replays from regular mode? I think you can only use dev mode replays. I asked it a while ago and that was the answer. I don't know what was the reason for that. I guess it has different replay format or the fact that vmod is different between normal and dev mode. If someone can confirm this it would be great. Enviado desde mi SM-G130HN mediante Tapatalk
I tried and it worked You don't even need the vehicle installed in dev mode. ABSOLUTELY WONDERFUL ISI. Thread can be closed I guess
I did & it's not. Does that replay have to be a devmode one or from the normal game? Not much info about it which is standard for Rf2.
There's no silver bullet for creating paths, it's not as simple as importing a replay then it's all done. It takes hours and hours of work to get them working properly in a race situation, a hotlap does not a FASTEST path make.
The above posts show someone getting it working with a replay from outside of devmode. Are you familiar with AIW creation in general? This particular feature isn't a good place to start learning.
I'm not, but I gave it a go anyway. Changed that value to 1. It looks like the below in the player.json: Code: "Disable Resume in Replay":0, "Disable Resume in Replay#":"if this is true, hitting resume in replay mode will send you directy to track, (so that if you are running mod mode, you can get a fastest path from a replay file", Loading a replay initiates a short car horn sound, seems to indicate the option above has been activated. The replay screen then looks like normal, except when you press Resume it doesn't ask about resuming and instead you go into the realtime view but the replay is going (and you can control it with the keys like normal, so reverse etc) If there's a trick it's that the menus aren't visible on the screen. So I had to go scouring the keyboard as I've forgotten the AIW editor shortcut, but Ctrl + \ brought it up. Then you can record a path like normal. So yes, it looks like it still works. I didn't try a replay from the normal side of the game but again judging by the earlier posts I'd be confident it will work.
One of my suppositions is that you could make a basic AIW, use AI training (Type 1 and/or Type 2) to improve the fast line, record a replay of the AI driving, and then use the AIW from replay feature to finalize it. So far no one has admitted to attempting that...