UDT - Uber Demo Tools
UDT is a set of tools for analyzing and cutting Quake 3 (.dm_68) and Quake Live (.dm_73 and .dm_90) demo files.
The main features are:
- Extracting and displaying information (examples: map name, player names and teams, game mode, etc)
- Cutting by time: creating a new demo file that is a time sub-range of the original demo file for easier processing or demo viewing
- Splitting demos: given a demo with multiple map changes, create a new demo file per map change (plus one for the stuff before the first map change)
- Cutting by patterns: given rules defined by the user, find matching events and cut demos around the times of said events
The project is currently comprised of 3 parts:
- A shared library,
UDT_DLL
, with a C interface, written in C++. Supported OSes: Windows, Linux - A set of command-line tools,
UDT_cutter
andUDT_splitter
, written in C++. Supported OSes: Windows, Linux - A GUI application,
UDT_GUI
, written in C#. Supported OSes: Windows only (requires the .NET Framework)
Overview of the binaries
Project name | Type | Language | Windows | Linux | Dependencies | Description |
---|---|---|---|---|---|---|
UDT_DLL | Library | C++ | X | X | Shared library that does the actual cutting and analysis work | |
UDT_cutter | Application | C++ | X | X | Command-line application for cutting demos by time or chat patterns (Cut by Chat) | |
UDT_splitter | Application | C++ | X | X | Command-line application for splitting demos with at least one map change into individual demos with no map changes | |
UDT_GUI | Application | C# | X | .NET Framework 4.0 Client Profile | GUI application for demo analysis, information display, cutting by time or various patterns |
No installation is required for any of the binaries.
UDT_DLL
, UDT_cutter
and UDT_splitter
have no third-party dependencies.
UDT_GUI
requires .NET Framework 4.0 Client Profile at a minimum to run.
If you have Windows 8 or later, then you should have it pre-installed with the OS unless you changed system settings.
When I started work on my first fragmovie, I had a bunch of properly sorted and named demos with cool frags but I realized I had a lot more cool frags scattered among a huge amount of demo files.
Those others demos were not renamed (time-stamp, type of frags) nor sorted. I was definitely not going to watch them, so I had to find another way.
Whenever I had made a cool frag, I was using the same exact chat message every time because I had a chat bind for said message, so all I did was press a key. I then realized that the chat message is a marker for cool frags. If I could find when those messages were printed, I could find the cool frags! Thus, the first Cut by Pattern
feature was born: Cut by Chat
.
The typical day-to-day usage scenario for UDT is the one for which the interface has been optimized: Cut by Chat
.
It supposes the following:
- You have a chat bind you use when you make cool frags or something funny/unusual/movie-worthy happens. Example: you have
bind space "say HAHA! YOU ARE DEAD!"
in your Quake config and you press space when something cool happens. - You have configured UDT's
Global Chat
rules under thePatterns
tab and the general stuff under theSettings
tab.
After your gaming session...
- Drag'n'drop the new demos onto UDT.
- Select
Patterns
, thenGlobal Chat
. - Select all demos (can click the
Demo List
list box and press Ctrl+A), then click clickCut!
. - You now have a cut demo for each cool thing that happened in the folder you specified.
- Review the cut demos to decide what you keep, rename and move those you wish to keep to the appropriate folder.
With that workflow, you minimize the amount of work needed to find and keep what's worthy after your play sessions. Less work for the players, more cool stuff for the movie-makers.
- All timestamps in UDT are server times, not match or warm-up times. The time you see on the Quake "clock" is not the server time.
- The syntax
$(x)
means format the variablex
into a string. - The syntax
$02(x)
means format the variablex
with with maximum 2 digits and add leading zeores if necessary to get 2 digits. - The time format used everywhere in the GUI for read-only data is
$(minute):$02(second)
. - The time formats accepted for input ate
$(minute):$(second)
and$(total_seconds)
. Any amount of leading zeroes is acceptable. Example: "107" is the same as "1:47". - For file names, the format is
$(minute)$02(second)
because using:
in file names is not valid. Example: time "1:07" becomes "107".
Here are the patterns you can look for in demos:
Pattern | Player[1] | Description |
---|---|---|
Global Chat | All | String patterns in global chat messages |
Frag sequences | Selected | Sequences of frags happening within a certain duration |
Mid-air frags | Selected | Rocket and BFG frags where the victim was airborne |
Multi-frag rails | Selected | Railgun frags killing 2 or more players |
Flag captures | Selected | Flag runs: the player picks up the flag and captures it |
Flick rails | Selected | Railgun frags where the attacker's view angles changed very fast right before the killing shot |
- To which player(s) is the pattern matching applied to?
Selected
— see thePlayer Selection
rules in theCut by Patterns
tab
GitHub user: mightycow
GitHub project page: uberdemotools
myT @ QuakeNet on IRC
myT @ ESR
Official ESR forum thread: UDT @ ESR
No account is required to post comments.
In alphabetical order:
- AsphyxEvents
- cra
- gaiia
- JackBender
- Naper
- Sab0o
- santile
- Terifire
The entire source code in this release is covered by the GPL.
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE.
Uber Demo Tools (UDT) is Copyright (C) 2011-2015 Gian 'myT' Schellenbaum.
It is based on the Quake III Arena source code and the Challenge Quake 3 source code.
The Quake III Arena source code is Copyright (C) 1999-2005 Id Software, Inc.
The Challenge Quake 3 source code is Copyright (C) 2006-2009 Kevin H 'arQon' Blenkinsopp.