well, modifying the TS executeable might be a nice add, but not necessarily necessary.
though people downloading the modified version could easier work with videos and wouldnt need to download a seperate tool in addition.
and the navigation to the video wouldnt need to be implemented by a tool. i guess the button would be in the video you are currently replaying?
but the navigationcode is not that hard, depending on the libraries the coding language has.
in my case, i might actually might have to do some work with blitzbasic, but i dont mind.
so far i can only import files in the TSR-Replayer.exe folder.
my next step would be to select a tsr's name in a filepath.
but very cool would be the 3rd step:
- selecting a ts folder (or autodetecting all ones)
- autoreading all important "header"-values from each tsr file in them (thumbnailing track images might take too much time, but that would be possible as well)
- filter the searchresult by mod, trackhash/name, nr of players, nr of driven laprecords would take too much time (but this could be an additional major method to autocut all laprecords xD), tracksizes, carselections, laps driven, length of video or something similar ...
a lot of autocut a whole bunch of videos could be done there, including a really fast way to go through all pb goals done in any video.
eventually clicking a "scene" and autorating it, maybe with an additional selection of "scenetype" in a dropdown (which is default set to the most likely selection in most cases i think)
in any case, i would personally bet on the following at the moment:
A) Ande might not publish the code (opensource it) so soon to make it worth waiting
B) Ande is not implementing all the replayer function we might want to have to make it worth waiting
although in some parts i am actually demotivated and skipped developing stuff because i hoped/feared there will be certain updates which make my developments kinda useless
i had a deeper look into my reduced output.txt..
from 5mb to 1.3mb by winrar and 1.0mb with 7z..while after crunching the numbers i come to around 0.5-1.5mb using selfwritten compression.
compared to a 0.08mb tsr file that still sucks a lot...and i rly hope we can easily extract positions from tsr files (without the need to write it into a seperate output file, since loading it in variables in the tool is enough; i doubt loading a tsr file would take much longer than extracting a reduced output. but oh well, for some purposes it can come in handy to have a little less loading time while needing higher disc usage)
seems like the "collision avoidance" lines are by far not matching the real amount of collisions and are kinda useless for statistics. sometimes car/car car/ball collisions are counted, sometimes not. car/wall ball/wall collisions arent even counted at all, if i saw it right..
so, i might have to go the hard way and write some functions to determine who collides who.
way too tough is gonna detect if someone "blocked" another car, but dunno yet. some blocktypes are holding back with the a**, some are like in soccer, arm to arm, some are sidepushes..
partly its tough to find out who is the blocker and who gets blocked.