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UsAaR33
26th November, 2001, 06:04 AM
(I suppose this isn't off-topic if you consider the fact that this mod will tell what CSHP or UTPure version you need for playback).

Unreal Tournament Demo manager got an upgrade :D
Pic:
http://www.usaar33.com/udemo20.jpg

New features:
-Demo Analyzer: This, as you can see in the screenshot, tells what files are required to play, as well as whether they are installed, cached, or missing. You can also see the type of demo and the mapname (with a screenshot :)).
-Summary Print-Out: This will write all that data from the analyzer into a TXT file. The TXT file should be included with your demo (I really hope websites that distribute demos start using this!)
-Auto-Recording: A highly requested feature, UDEMO can automatically record a demo whenever the level is changed. And the best part is that you are free to specify the format.
-Multiple demo directory support: Again, highly requested. 'Nuf said.
-All options saved. This should make life much easier :)
-Some other interface enhancements.

Get this at http://www.usaar33.com/
or if you don't want to see my wonderful website:
http://www.usaar33.com/udemo20.zip


Have fun! And please p1mp this mod for me!

Oh yes, and as this uses DLLs, you need to use Windows (version irrelevent) and have UT version 432 or version 436.

-UsAaR33

Larathiel
26th November, 2001, 07:17 AM
...I'd buy you a drink. I just saw this bad boy listed at PlanetUnreal and within 2 minutes it was already configured. :D

How nice it will be to have demos of every match and in somehthing other than my UTSystem directory. :)

GJ Man

UsAaR33
26th November, 2001, 10:40 AM
Dr. Detroit at the Infogrames forums reported a bug where renaming would crash UT. I reproduced the bug and was able to correct it.

Everyone, please redownload if you downloaded udemo prior to this post.
(unless you really don't care about renaming :))

The new version is now set at 2.01, but the zip file remains the same (other sites link to it).

thank you.

Icerider
26th November, 2001, 11:07 AM
Thanx for this nice tool, i'm shure many people will appreciate it.
I can remember thousands of posts in our helpforums asking why they can't play demos recorded by others and it was always a pain in the ass to explain how they can find in their logfiles what files they are missing.
Also there were many posts how to change the path where UT puts the .dem-files.
And the autorecording feature is very nice too.

Great tool. Big Thanx!:)

^SA^Numb1
26th November, 2001, 06:36 PM
very nice m8!
just installed it,and yay its great.


what will be next? a demo editor? ;)
that would be kewl :D

UsAaR33
27th November, 2001, 07:23 AM
Originally posted by ^SA^Numb1

what will be next? a demo editor? ;)


har har. :P

Larathiel
27th November, 2001, 09:29 AM
Is there any way to make a demo utility for UT to allow pause, rewind, fastforward, slomo and bookmark/loop between bookmarks?

If not, then what exactly is it that prevents this from being feasible because it certainly would be useful.

UsAaR33
27th November, 2001, 09:48 AM
Originally posted by Larathiel
Is there any way to make a demo utility for UT to allow pause, rewind, fastforward, slomo and bookmark/loop between bookmarks?

If not, then what exactly is it that prevents this from being feasible because it certainly would be useful.


First of all rewinding and bookmarking (jumping to frames I guess you mean?) are impossible as demos are simply net packets. The file is identical to what you would receive in a multiplayer game. Now UT works by sending an actor notification when actors spawn. Many times, in cases of rockets, it is cut off upon receive. Now playing backwards is impossible as these "actors" would not be receieved yet. You would never see any projectiles, as the demo can not know that they were there!

As for frame backtracking, I suppose it may be possible. However, there will be at least 5 seconds of screwed up stuff (players blowing up in midair for no reason, etc.)

As for fast forward, slomo, and pause, I did make a custom demo driver that could handle this. However, for some odd reason, it will crash after the demo is played (when UT collects garbage). None have been able to solve this problem :(

Icerider
27th November, 2001, 10:08 AM
Originally posted by UsAaR33
As for fast forward, slomo, and pause, I did make a custom demo driver that could handle this.  However, for some odd reason, it will crash after the demo is played (when UT collects garbage).  None have been able to solve this problem :( :eek:
Can u please post a Download of this demo driver?
I won't care if UT crashes (doesn't even matter for me if the pc itself crashes;)) when i can save 15 minutes of my precious time when i only want to see something that happend in the last 5 minutes of an 20 minute match. And i often got to view the same scene twice or more, so it really would save me 30 - 45 minutes.

A fast forward function would be worth the disadvantage of a crash.:)
I bet many ut-league admins would give away their right hand to get this demo driver.

------------
Some lines edited.
My english is not so good and i don't know if the joke that was there could be misunderstood so i delted it.
------------

UsAaR33
28th November, 2001, 04:27 AM
Originally posted by Icerider
:eek:
Can u please post a Download of this demo driver?
I won't care if UT crashes (doesn't even matter for me if the pc itself crashes;)) when i can save 15 minutes of my precious time when i only want to see something that happend in the last 5 minutes of an 20 minute match. And i often got to view the same scene twice or more, so it really would save me 30 - 45 minutes.

A fast forward function would be worth the disadvantage of a crash.:)
I bet many ut-league admins would give away their right hand to get this demo driver.
------------


Ha, did you read the TXT file? :) The demo driver is already in udemo.
Of course a little issue comes with actually modifying the speed and pause (I have commented code that can do this). If I get around to it tonight, I'll post a modified udemo that can change speed and pause (note that this will even work in multiplayer games! although net packets still are received and sent so all that occurs is really crappy game play ;p)

Larathiel
28th November, 2001, 04:37 AM
I would gladly give Icerider's left hand to be able to fastforward past the trashtalk and waiting for people to click. UT crashes aren't a big deal unless they come when I'm in the middle of a match. :)

As for the backtracking, if I could skip to a particular point in the demo (say 1:30) by issuing a command (mutate demoskip 130) then it wouldn't bother me if the replication was botched for the next 5-10 seconds. A feature such as that (and pause) would allow me to loop over areas of a demo that I need to critique without having to watch it several times as I would now. Even better, if it is a server demo, the ability to still move around in freecam or to toggle between views while paused would be great as I could get a better idea of what is happening at a particular time interval.

Pause, framejump (jump either forward or back) and the ability to change playback speeds would be invaluable tools for which I'd gladly donate Icerider's entire left arm! :D

Icerider
28th November, 2001, 12:05 PM
Originally posted by UsAaR33
Ha, did you read the TXT file?  :)  The demo driver is already in udemo.:eek:
Jepp i have read the .txt, but it seems i didn't read carefull enough:--- Future Possibilities ---
Udemo 1.0 was all about a simple browser of demos.
Udemo 2.0 took the interface further with its analyzer, as well as adding a demo auto-record function and a summary generator.  It is all about information.
Udemo 3.0 will be all about fixes and actual demo enhancements.  What does this mean?
-Demo playback speed controlling and pausing.  As a better of fact, the custom demo driver that does this has already been created.  Unfortunately, it crashes when loading a new map. (open unrealtournament.ini and change demorecordingdevice to udemo.udemodriver to experience this first-hand).  Both Yoda and Mongo (who are working with the unreal warfare engine), highly experienced programmers with unreal, do not know what is going wrong.  I cannot even be sure this will be fixed by 3.0 :(I got this wrong and thought this driver is sheduled to V3.0, so i didn't read further carefully enough. But as mentioned above english is not my natural language so i didn't got it right the first time and somehow i completely missed the part with the .ini-entry.
My fault, sorry.

So now i tried it out and got the mentioned general protection fault.
But as u already wrote above the speed and pause funktion is not enabled yet. I'm looking forward to your modified udemo-file, thanx for your efforts.:)

And talking bout body parts: I think me and Larathiel better donate my head than my left arm. It seems i have much more use for my arm than my head cause obviously i don't use this thing on my shoulders very efficient sometimes.:rolleyes: ;)
The advantage for all of us is: My head makes a excellent paperweight for your desk plus u can scare away the rats in your cellar with it.:D
And all i have to do is connecting to the next face (!;)) server and collect a new one for me, perhaps with a more handsome look or a more efficient brain maybe even both.;):D

Larathiel
28th November, 2001, 04:23 PM
Hehe. :)

®åkü*
29th November, 2001, 07:48 AM
how does it work for server side demos? or do i need to read the .txt again?

UsAaR33
29th November, 2001, 07:57 AM
Originally posted by ®åkü*
how does it work for server side demos?  or do i need to read the .txt again?

It, uh, plays them?

®åkü*
29th November, 2001, 08:50 AM
i was thinking more like using the auto record for server side demos. would make it eaiser for clan matches

Larathiel
29th November, 2001, 10:51 AM
UsAaR: Would there be a way for you to code a simple server actor that could be used to start a server demo by an ingame player issuing a filename and password w/out needing to adminlogin?

i.e....

mutate startssd?file=XvsK-Face?pass=somepasswordhere

(password would be useful so that not just anyone could go messing with something this)

Something like that and a matching stopssd command would be really useful. :)

DarkByte
29th November, 2001, 10:54 AM
Larathiel,

This is already something i planned for SemiAdmin !

Larathiel
29th November, 2001, 12:23 PM
/me sets mode +l33t DarkByte

Can't wait. :)

Grave
29th November, 2001, 08:20 PM
pretty kool :)
yes, the server actor that would autostart demorecording for each played map would be nice ;) (esp for lan parties/tournaments/duel ladders)
some ideas:
-demo file name - have i missed the "year" attrib or its not implemented?
-add more flags to naming, like auto recognize player names (useful for duels/duel server setup with currently fictional "autorec" :)) e.g. "player1" and "player2" flags
probably more complicated for clan matches in team games (could be done by "filtering/patternsearch" since most clans use clan tags - check player names for exact patterns and use these patterns as "team1" "team2" flags
-serverside demos - why its not possible to play them from 1st person view?
-serverside: save demo to specific (custom) folder (e.g. for ftp server to allow people download autodemos before they "expire" from the folder)
-also i couldnt play any demo when i moved them to custom folder (and the folder was specified in paths, demos were available in selection box, but didnt started playing. only when i played them from inside the system folder
-is the inavailability of player pings/etc in 3rdpersonview by design? (only in 1stpersonview? also what about inavailability of weapons in 1stpersonview)

-question since you seem to be knowledgeable about demos ;)
is it possible to redirect/convert the running demo stream to media file? (e.g. avi container, or maybe just dump screenshots at specified framerate?)
afaik its still a big pain to create movies from the demos, mostly using some half-assed "methods"

Larathiel
29th November, 2001, 10:45 PM
Mmm. I like the idea of being able to record SSDs to a seperate directory. The PCAnywhere has crapped out on my server, but if I had FTP setup to a demo directory, problem solved...

UsAaR33
30th November, 2001, 02:31 AM
Originally posted by Grave
pretty kool :)
yes, the server actor that would autostart demorecording for each played map would be nice ;) (esp for lan parties/tournaments/duel ladders)

I'll let DB cover it. Although he will need to use native (DLLs) code to not overwrite :)

some ideas:
-demo file name - have i missed the "year" attrib or its not implemented?

Not implamented. No one is going to be using demo manager for more than a year... unreal ][ will be out by then :P

-add more flags to naming, like auto recognize player names (useful for duels/duel server setup with currently fictional "autorec" :)) e.g. "player1" and "player2" flags
probably more complicated for clan matches in team games (could be done by "filtering/patternsearch" since most clans use clan tags - check player names for exact patterns and use these patterns as "team1" "team2" flags

Who is considered player1 and player2? What clanname should I use? In the end, you'd have to set up something each game. You can easily write in your clan's name in the format. And udemo will simply add 2 or 3 or whatever if that name is already in use...

-serverside demos - why its not possible to play them from 1st person view?

If you are referring to the 3rd person option, that is more of a technicality. (3rd person means that you join as a spectator, rather than physicaly being the player that recorded the demo). As for actually viewing people first person, type behindview 0 in a spectator demo when viewing someone. I will try to work on that bug, but I cannot be sure if it will be possible to fix when playing (DB did fix it in UTPure though..but that is recording)

-serverside: save demo to specific (custom) folder (e.g. for ftp server to allow people download autodemos before they "expire" from the folder)

Again, DB will be handling any server-side aspects of demos. Server-side there is a lot less "stuff" than client-side anyhow. Udemo is meant for clients, not servers

-also i couldnt play any demo when i moved them to custom folder (and the folder was specified in paths, demos were available in selection box, but didnt started playing. only when i played them from inside the system folder

It should be fine, unless the path has a "." in it.
This feature was tested multiple times.

-is the inavailability of player pings/etc in 3rdpersonview by design? (only in 1stpersonview? also what about inavailability of weapons in 1stpersonview)

Nope, it is a bug. You can search for the jolt demo enhancer and it fixes this Epic bug. Udemo 3.0 will have the enhancer be hardcoded.

-question since you seem to be knowledgeable about demos ;)
is it possible to redirect/convert the running demo stream to media file? (e.g. avi container, or maybe just dump screenshots at specified framerate?)
afaik its still a big pain to create movies from the demos, mostly using some half-assed "methods"
Yes it is. But I am not about to look up the AVI file format and try to make use of it. As it is, I consider myself a C++ novice. And frankly, I have very little use personally for such a complex feature; it simply isn't worth my time. If someone else would like to try, well, feel free. I'll gladly place it in the manager.

Funeral-Dancer
30th November, 2001, 12:07 PM
Hey UsAaR33 a program to dump demo's to bmp's has already been done. click..

http://www.perilith.com/movieunreal/

maybe you could include that in the next ver.??

Grave
30th November, 2001, 03:35 PM
Originally posted by UsAaR33
quote:
--------------------------------------------------------------------------------
some ideas:  
-demo file name - have i missed the "year" attrib or its not implemented?  
--------------------------------------------------------------------------------
Not implamented. No one is going to be using demo manager for more than a year... unreal ][ will be out by then  

gimme a break, thats certainly not a good reason to not include it in the manager :D
i for one will certainly use demo manager for more than year
-btw, the flag explanation window could be resizable, its already full and the last line isnt even displayed completely (cut horizontally because of window bottom border)

Who is considered player1 and player2?  What clanname should I use?  In the end, you'd have to set up something each game.  You can easily write in your clan's name in the format.  And udemo will simply add 2 or 3 or whatever if that name is already in use...

rant mode on :):
it was more an idea for serverside autorec
"player1" could be the first player connected, "player2" the second
example:
-duel server for scheduled ladder duel matches
-autorec is on, records every map played
-demos are saved in custom folder (shared via ftp/http to allow players to download demos from their duels)
-naming with "player1/player2" flags would be useful because players can immediately see on ftp/http which demo is from their match, "john-vs-jim-20011130122445.dem" is easier to spot than trying to figure out which one of the "2xxxxxxxxxx.dem" files is the right one ;)
(esp. if the shared demo folder contains demos from more than one server)
-same for clan matches "team1/team2"
"team1" could be the red team, "team2" blue (or maybe use "red"/"blue"/etc as the flags instead of "team")
clan/team tag resolving - this one is probably more complicated to code
could be done by comparing the player names on team and check if theres a pattern that repeats itself in each name, if there is, use it as "team flag"
example:
red team has four players with names
[team]john
[team]player
[team]jim
[team]lama
the "[team]" is clearly the pattern because because its used in each name


It should be fine, unless the path has a "." in it.
This feature was tested multiple times.

heh it is not working. i tested it around a bit and i think i know where the problem is. you didn't handled the long file names properly (in fact even epic had this problem with their unrealed :rolleyes: )
see: path where i installed UT has a space in it and thats not checked properly, cutting the path.

UT installed in "D:GamesUnreal Tournament"
path 1 - "d:GamesUnreal TournamentSystem" original folder
- plays fine from demo manager


Log: Opening demo driver to read demo file 'gz-utwu-s41.dem'

Log: Closing down demo driver.

Log: Attempting to play demo gz-utwu-s41.dem

DevNet: DemoPlayPendingLevel received: USES


path 2 - "d:GamesUnreal TournamentStuffDemos"
- doesnt play from demo manager


Log: Opening demo driver to read demo file

'D:GamesUnreal TournamentStuffDemosgz-utwu-s4.dem'

Log: Closing down demo driver.

Log: Attempting to play demo D:GamesUnreal.dem

NetComeGo: Close DemoRecConnection1 11/30/01 14:48:24


apparently the pathname is cut at the "space"

path 2 - "d:GamesUnreal TournamentStuffDemos"
- plays from console using "demoplay ..StuffDemosgz-utwu-s4.dem"


Log: Attempting to play demo ..StuffDemosgz-utwu-s4.dem

DevNet: DemoPlayPendingLevel received: USES


path 3 - "d:Gamesuttest"
- plays fine from demo manager


Log: Opening demo driver to read demo file

'D:Gamesuttestgz-utwu-s4.dem'

Log: Closing down demo driver.

Log: Attempting to play demo D:Gamesuttestgz-utwu-s4.dem

DevNet: DemoPlayPendingLevel received: USES



i'm not sure if its possible to include autoscreenshot with each autorecorded demo, e.g. when map ends, autoscreenshot with same name as autodemo is created (autoscreenshot of scoreboard - usually used as a proof of match score)

Yes it is.  But I am not about to look up the AVI file format and try to make use of it.  As it is, I consider myself a C++ novice.  And frankly, I have very little use personally for such a complex feature; it simply isn't worth my time.  If someone else would like to try, well, feel free.  I'll gladly place it in the manager.  


hm, the one mentioned by Funeral-Dancer sounds pretty interesting (thanks for the link man, its GREAT hope we will see a lot of high quality movies showing extreme ut skilz :D
i always liked movies like fde from quake, maybe when im not too lazy i'll make one ;))

Bry
4th December, 2001, 07:12 PM
Originally posted by UsAaR33

Nope, it is a bug.   You can search for the jolt demo enhancer and it fixes this Epic bug. Udemo 3.0 will have the enhancer be hardcoded.



You can find that here
http://www.utctf.jolt.co.uk/index.php?page=dloads.html

RamboASS
5th December, 2001, 01:22 AM
I like that program,,Awesome!!!

The only thing I noticed is that when I watch a demo in 3rd person, I will be following someone and they will suddenly dissapear. If they go through a opening door, the door will open but I cant see them. Does anyone else have players dissapearing in 3rd person view?

DarkByte
5th December, 2001, 01:45 AM
Originally posted by UsAaR33

I'll let DB cover it.  Although he will need to use native (DLLs) code to not overwrite :)



Huh .. why would i need a native DLL ?
I can do ConsoleCommand("demorec"@<hidden>) :D :D
/me wonders what UsAaR33 had smoked before replying :) heheh

UsAaR33
5th December, 2001, 04:06 AM
Originally posted by DarkByte


Huh .. why would i need a native DLL ?
I can do ConsoleCommand("demorec"@<hidden>) :D :D
/me wonders what UsAaR33 had smoked before replying


to not overwrite
You cannot detect if filename already exists :P

Funeral-Dancer: Well, it is a custom UT.exe. I suppose I could always mention the link to it in the readme. I've talked with Mongo; it is impossible for me to implament without a custom EXE.

Grave: A new version will be released by then :P
Sure, I'll add it. It doesn't require much code :)


btw, the flag explanation window could be resizable, its already full and the last line isnt even displayed completely (cut horizontally because of window bottom border) &nbsp;

I really hate scripting scrollable windows (so much work for something so little). But one window isn't to bad. I know the last line isn't displayed. But who uses % in filenames anyway? :P
I also have the problem of the preview getting cut off if it is too long. I suppose that means horizontal scroll as well :(



As for the player things, after game starts, it is impossible to tell the order of connection. And there is always the problem of when to start demo (at gameplay start?).
Team thing: I could try.. dunno if it'll be pulled off. I pretty much could not allow any breaks in the pattern (i.e. everyone would need [clanname] at beginning... with only case changing).
The thing that bugs me though is that I would have to use "rogue actors" to detect game starting. While CSHP and Pure are fine with that currently, future versions may not be so kind....


i'm not sure if its possible to include autoscreenshot with each autorecorded demo, e.g. when map ends, autoscreenshot with same name as autodemo is created (autoscreenshot of scoreboard - usually used as a proof of match score) &nbsp;

I could do it if someone who possesses the UT source is nice enough to send me the screenshot taking code :P Oh wait, one of them is a mod here.. :cool:


you didn't handled the long file names properly (in fact even epic had this problem with their unrealed &nbsp;) &nbsp;

As is true here. The error actually is with Epic. I use the console command to play a demo and I am forced to use their drivers to read from a demo file. Their file reading stuff doesn't support it correctly.
I suppose I could "hack it" as you have done, by removing any characters that are part of the "base directory" and inserting ..
or searching from there.
Still, there won't be true support (i.e. if the directory is called My demos it will never work)... Blame Epic :P


The only thing I noticed is that when I watch a demo in 3rd person, I will be following someone and they will suddenly dissapear. If they go through a opening door, the door will open but I cant see them. Does anyone else have players dissapearing in 3rd person view?

That is a client-side demo, right?
When it was recorded, the network stopped sending data about that player at that point (as it decided that the player (who recorded the demo) did not require it). There is no way to fix this in play back.

Grave
6th December, 2001, 04:36 PM
Originally posted by UsAaR33

Sure, I'll add it. &nbsp;It doesn't require much code :)
kool :)

I really hate scripting scrollable windows (so much work for something so little). &nbsp;But one window isn't to bad. I know the last line isn't displayed.
uh, why scrollable, is it not possible to make the window simply resizable and with splitbars? (like ut game browser window)

As for the player things, after game starts, it is impossible to tell the order of connection. &nbsp;And there is always the problem of when to start demo (at gameplay start?).
well it doesnt really matter who is first/second player.
maybe as it comes or based on who wins the game or a-z sorted
when to start demo? needs some discussion, or maybe a admin config to select some of:
-as soon as the map loads (lots of unnecessary stuff recorded, bad)
-as soon as the first player enters
-when the countdown begins (in tournament mode)
-anything you can dream up hehe

Team thing: I could try.. dunno if it'll be pulled off. &nbsp;I pretty much could not allow any breaks in the pattern (i.e. everyone would need [clanname] at beginning... with only case changing).
The thing that bugs me though is that I would have to use "rogue actors" to detect game starting. &nbsp;While CSHP and Pure are fine with that currently, future versions may not be so kind....
since i'm not code guru i dont know if it's possible with that pattern search. the beauty of pattern search is you dont need to have standardized clan tags to get them recognized. downside is that you may get improperly recognized clan tags, but it doesnt matter that much, coz it would be used so people can find their demos fast.

although if it would conflict with protection then its better to not have it

I could do it if someone who possesses the UT source is nice enough to send me the screenshot taking code :P &nbsp;Oh wait, one of them is a mod here.. :cool:

heh heh :)

I suppose I could "hack it" as you have done, by removing any characters that are part of the "base directory" and inserting ..
or searching from there.
Still, there won't be true support (i.e. if the directory is called My demos it will never work)... &nbsp;Blame Epic :P

yeah big baad naaasty epic :D hax it if its possible tho ;)

That is a client-side demo, right?
When it was recorded, the network stopped sending data about that player at that point (as it decided that the player (who recorded the demo) did not require it). &nbsp;There is no way to fix this in play back.
probably not without recalculating and modifying the whole demo and i'm not sure even if that would be possible, most likely only extrapolating information from the available data. lot of nasty stuff :)

RamboASS
6th December, 2001, 06:18 PM
OK.. This time I made a serverside demo and played it back. I could see everyone this time :)

Now the only weird thing is that the players would just slide around while moving. their legs were just stuck in one position without moving..lol. Kinda funny actually. Anyone notice that?

Grave
9th January, 2002, 11:15 PM
come back from the dead thready :D

about demo analysis/summary generation: is it possible to show/generate detailed demofile information?
-player names
-final score
-pov
-playtime/frames
-file size/date recorded
-game/server settings/details
and so on

repost from other thread ;) :also what about those "year" tags (already got them demos mixed up from yr2k1 and 2k2 :(), also any chance on adding proper double digit date/time formats (maybe using hh/mm/etc tags) e.g. 2001-01-21-23-05-06 instead of 1-21-23-5-6

UsAaR33
10th January, 2002, 03:04 AM
Originally posted by Grave
come back from the dead thready :D

about demo analysis/summary generation: is it possible to show/generate detailed demofile information?
-player names
-final score
-pov
-playtime/frames
-file size/date recorded
-game/server settings/details
and so on

repost from other thread ;) :also what about those "year" tags (already got them demos mixed up from yr2k1 and 2k2 :(), also any chance on adding proper double digit date/time formats (maybe using hh/mm/etc tags) e.g. 2001-01-21-23-05-06 instead of 1-21-23-5-6

You'd needto load the level and such. It is possible, but it would take a long time to generate.

HogMan
10th January, 2002, 08:15 PM
Has been p1mp'ed :)

Soggy Bread (http://www.soggybread.com)

DJ_3TJ
20th January, 2002, 12:17 PM
Is the site down?

http://www.unreality.dk/usaar33 doesn't work.

DarkByte
20th January, 2002, 12:46 PM
UsAaR33's site has moved:

http://www.usaar33.com

Grave
20th January, 2002, 04:47 PM
ty, i was wondering too :)
links on 1st page need to be updated :D

UsAaR33
21st January, 2002, 10:20 PM
Originally posted by Grave
ty, i was wondering too :)
links on 1st page need to be updated :D

All fix0red :)

Grave
23rd January, 2002, 12:31 AM
how about fix0ring the topic title finally :D
any news on serverside demorec actor? ;)