Toribash
Original Post
"Joint" Limit
Originally Posted by Oblivion
If you've been into replay-making for a while now you've probably heard about the infamous joint limit.
It was said that you could only move a certain number of joints and that past that number when you saved the replay it would be completly blank, but a lot of players never noticed that limit since usually in a replay that you wrap up quickly you don't get to that limit.

It's only as you aim for more complex replays that you realize of its existance, and while doing a singleplayer spar for instance you'll easily find yourself getting blank save files.

Recently this has become my biggest problem while making replays and so with a bit of testing and NutHug's help I've realized that it's actually a limit of FRAME lines in the file, and the limit is of 255 FRAME lines. I've attached a replay proving this, if you make one more move after frame 245 you won't be able to save the replay successfully.



In other words and summing it up: (you can skip to this part)
-You can only make movements on 255 different individual frames;
-Without this limit we would be able to create replays that are a lot more complex and amazing;
-So the suggestion is to remove this limit if it's possible, I don't know the reason why it exists or how it could be fixed though since I know nothing about programming and the likes of it (which I assume is what this is about), but I know that a lot of players would benefit from this.


I'm bringing this back up from the old Suggestions Board since it's pretty much one of the biggest needs to step-up replay-making and something that has been proven by War_hero to be easily fixable. (I'll PM Fish asking for the old post where War_hero clearly stated what needed to be changed in the game's code, and update this post with it when he answers)


Update - Here's the solution War_hero came up with:
Originally Posted by War_Hero View Post
This would be a super easy fix.

Just make
#define NUM_HISTORY 256
in beatdown.h higher, or remove the check against it in beatdown.cpp
for(i=0; i < ws->history_index && ws->history_index < NUM_HISTORY; i++){

Attached Files
framelimit example.rpl (687.6 KB, 93 views)
Last edited by Oblivion; Sep 9, 2012 at 01:31 PM.
We're still kids in buses longing to be free.
Even if this is rare, it should be fixed if it's as easy as War_Hero proved it to be.
It can be very annoying to people who do very precise SP moves, even though it never happened to me.
oh yeah
Updated the thread with the post War_hero had made on the old thread, courtesy of Fish.
To clarify, War_hero was a dev for a bit so he had access to the game's source (my bad if the terms aren't the correct ones, I know jackshit about programming), that's how he was able to come up with that.
In case anyone is wondering, that change can only be made by hampa (or other current devs), you can't use that information to change your game's settings and remove the joint limit.


About it being rare to get to the joint limit:
It really depends a lot on your type of gameplay. Those who go for realism have had this problem for years now.
I can say for sure that it has limited pretty much all of my last replays, and if you want more recent examples, Swex seems to be hitting it in almost all of his replays and recently with Largekilla they even reached it in multiplayer.

Even if it is argued that this is just the problem of a too small group to be taken into account, it has to be realized that it has been keeping that group of people from making replays with a ton more quality, and replays are one of Toribash's best advertising methods. I'd say that more than a couple of few people got into this game after seeing amazing videos/replays on youtube.
We're still kids in buses longing to be free.
Rejoice; it was all worth it:

Originally Posted by hampa View Post
fixed in 4.1

We're still kids in buses longing to be free.
Indeed, your work came pretty handy War, even the objects limit has been raised now!
We're still kids in buses longing to be free.
On topic: actually the joint limit hasn't been removed, it has just been raised, but to a considerable number that is reaaaaaaaaaaaally hard to get to.

Savyor, I've got a new replay that's pretty hefty thanks to this increased limit, but I can't find the time to finish it because of university and all that
We're still kids in buses longing to be free.
Orfeas: Open a replay with notepad.
You'll see that there are lines that start with the word FRAME.
One line of those is created for each frame you move a joint.
Before this change was applied, a replay could only have 255 FRAME lines, so you could only move joints on 255 different frames.
We're still kids in buses longing to be free.