Capture with jaMME in MBII 1.4.5 (with dropped editing support)

ent

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Hello.

Since MBII 1.4.5 editing MBII demos with jaMME is not longer supported because that part of code used in MBII violated GPL and had to be removed.
But capturing with jaMME is still possible.

For though lucky ones who still have mmeMBII/cgamex86.dll of MBII 1.4.4(.1) or earlier, you are still able to use jaMME fully without restrictions but you won't be able to see new MBII v1.4.5 features in new demos.

For the rest.
1. Download jaMME: jaMME - JKHub
2. Extract to GameData.
3. You will have to edit start_jaMME_MBII.cmd to have the following:
Code:
@echo off
start jamme +set fs_game MBII
4. Give jamme.exe admin rights and launch start_jaMME_MBII.cmd.
5. Assuming you have your demos saved in MBII/demos/, just navigate in main menu to Play -> Play demo, and select any to play it back.


With the above setup demos from previous versions won't work.
Just use jaMME as before but change the demo player to the regular one with mme_demoConvert.

1. Select Demo Editor engine in MBII Launcher settings.
2. It will ask you to download the mod if you don't have it.
3. Copy cgamex86.dll from MBII/MBII.pk3 to mmeMBII/ and uix86.dll from mme/ to mmeMBII/
This step has to be done automatically by the launcher but just in case.
4. Put your demos into mmeMBII/demos/
5. Start jaMME (Demo Editor) as before via the launcher or via original version of start_jaMME_MBII.cmd:
Code:
@echo off
start jamme +set fs_game mmeMBII +set fs_extraGames "mme MBII"
6. Set mme_demoConvert to 0 to use the regular demo player in jaMME.
If it stays 1 then your demo will be loaded but not played back (staying on the first frame).
7. In main menu: Demos -> select your demo -> Play demo.
6. To start capturing do "cl_avidemo <FPS>" where FPS is the output video FPS.
For example: "cl_avidemo 60" will start capturing demo and make a 60fps video.
7. To stop capturing do "cl_avidemo 0".
If you are capturing with pipeline feature or AVI, you can do "capturestop" (and "capturestopstereo" for 3D capture) to be able to play just captured video without stopping the demo. Or just stop the demo and it will finish capturing work automatically.
8. Find your video in MBII/capture/.

Cvars to make things better:
mme_screenShotFormat <pipe, avi, png, jpg, tga>. I highly recommend to use pipe (see below how to set up).
mme_saveWav 2 to capture audio into pipeline file or AVI; 1 to capture audio in a separate file.
mme_blurFrames <0-256> but limited to FPS*mme_blurFrames <= 1000.
For example: to capture with 60fps you may set mme_blurFrames to 16 max because 60*16=960 and it's <= 1000.
mme_demoFileName <name> will specify the output name.
mme_pipeCommand "ffmpeg -f avi -i - -threads 0 -preset ultrafast -y -pix_fmt yuv444p -crf 23 %o.mp4 2> ffmpeglog.txt" - default.
Modify -crf value for quality (lower value - higher quality, bigger filesize),
-preset for capture speed (veryslow - to reduce filesize in 2 times),
-pix_fmt to change pixel format (yuv444p - full range, yuv420p - most compatible format with all players);
do not modify the rest in that cvar.
com_affinity 0 for pipeline, 1 for all the rest capturing (requires game restart).
Reference: Encode/H.264 – FFmpeg

Set up pipeline feature:
1. Download FFmpeg: FFmpeg
2. Put ffmpeg.exe to GameData.
3. Start the game.
4. Set mme_screenShotFormat to pipe.
5. Start any demo and try to capture as described above.
6. If something fails, find ffmpeglog.txt in GameData.

Now go make cool videos.

P.S.: please, tell if it works for you.
 
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ent

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I tried that, but because my cgame turned into a Linux .so file, it says "VM create on cgame failed". This must be some bug with the launcher, it downloaded the Linux version and replaced my files with that. But somehow, my game still works...
Okay, I got you.
And stop with this dumbness, please. I told you, .so file is not loaded at all. And your cgame did not turn into anything, that .so file is just distributed with MBII.
I guess you are using openjoke engine so you don't have cgamex86.dll extracted or have it but it's old in MBII folder.
Get cgamex86.dll from MBII.pk3 and put into mmeMBII/.

- - - Updated - - -

IMPORTANT!!
I've updated the first post again.
For OpenJK users who probably don't have cgamex86.dll in their MBII folder extracted or have it outdated, get cgamex86.dll from MBII/MBII.pk3.
 
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And stop with this dumbness, please. I told you, .so file is not loaded at all.
What dumbness? That's all I understood from your post. Not everyone is a coder to understand what you are saying. I'm not supposed to know that.

By the way, it works now with the cgame.dll from MB2.pk3.
 
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Should I be able to use the camera features that were available in Jamme originally or is this literally like playing a normal demo but in Jamme rather than MB2?

sorry if you think you've made that clear, I want to take lovely screenshots again :(
 

ent

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What dumbness? That's all I understood from your post. Not everyone is a coder to understand what you are saying. I'm not supposed to know that.
You just kept saying the nonsense, when I told you you are wrong.
 

ent

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Should I be able to use the camera features that were available in Jamme originally or is this literally like playing a normal demo but in Jamme rather than MB2?

sorry if you think you've made that clear, I want to take lovely screenshots again :(
Since MBII 1.4.5 editing MBII demos with jaMME is not longer supported because that part of code used in MBII violated GPL and had to be removed.
But capturing with jaMME is still possible.
 
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Ah, what about if you had the 1.4.4 cgame file like you mentioned above? would that work with 1.4.4 demos?

does anyone still have that file/could upload it somewhere?
 
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It would work with any demo. But it won't display features from 1.4.5.
I just got my friend who had a copy of the 1.4.4 cgame file to send me it and i've put it in the mmeMBII file and it's not working

I've also tried putting it in my game's MBII.pk3 file but that also isn't working, doesnt recognize the +seek or anything like that and none of the HUD is there in the demos (they do load properly)

Any ideas what I can do about that/if I've done something blatantly wrong?

The MBII.pk3 that he sent me: MEGA

EDIT NVM I GOT IT: Make sure you do mme_demoConvert 1 guys!!
 

ent

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I've also tried putting it in my game's MBII.pk3
You will have to repair installation to play MBII now.
Never modify game files. Override them only.

I just got my friend who had a copy of the 1.4.4 cgame file to send me it and i've put it in the mmeMBII file and it's not working
How do you start the mod?
What's inside your mmeMBII?
What's inside start_jaMME_MBII.cmd file?
Are you sire the cgame you have is v1.4.4?
 
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You just kept saying the nonsense, when I told you you are wrong.
That's what I didn't understand. I will break it down to show you what I understood:
First my post which you replied to:
Checked integrity, all fine. I found out what's the problem, cgame is no longer a .dll file, it's now an .so file.
Then your post:
cgame is a .dll on Windows. It gets executed because you get the error.
So, cgame is .dll on Windows.
.so is a linux dynamic library, it's unused.
.so is on Linux and it is unused.
I guess you are just unlucky, the error is unrelated to mme.
I am unlucky because my cgame turned from .dll to .so. You see, as I now understand, in this part you referred to the .veh error from before while replying to my post which is about the .dll/.so error, so I thought it was about the .dll/.so error.
 

ent

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I am unlucky because my cgame turned from .dll to .so
Oh my god.
It did not turn from .so into .dll - that's the nonsense I told above.
The .so file is distributed with MBII. It just stays there independantly.
The problem was another: you just did not have cgamex86.dll extracted from MBII.pk3 because you are using openjoke engine to play. But you kept telling me this bullshit about some magic where one file turns into another when I told you it's nonsense.
 
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Oh my god.
It did not turn from .so into .dll - that's the nonsense I told above.
The .so file is distributed with MBII. It just stays there independantly.
I know that now, but at the time I didn't. When you said it's nonsense:
It's a pretty funny nonsense.
I thought that meant that that shouldn't be happening, because I was convinced it was a bug. The misunderstanding happened because of the discrepancy between your train of thought and mine and your knowledge and mine. It's something that always happens, happened to me a thousand times, you just have to get over it and/or explain it more clearly.
 
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GoodOl'Ben

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I am still going to be doing some videos on 1.4.4 since I've got a colossal backlog, but for when I do make the leap to 1.4.5 and onwards...

Creating basic camera paths still works in this version? I assume with editing not working you mean things like saving the project file and such?
 
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Any chance of getting the camera pathing tools back up and running?
i got them to work with a 1.4.5 demo but there were no saber collisions or anything so it looked weird/not very useful

you can still use them with 1.4.4 demos if you use the old cgamex86 file i posted above, i doubt they'll ever be made to work for 1.4.5 properly again which is sad
 
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you can still use them with 1.4.4 demos if you use the old cgamex86 file i posted above
Is that file from 1.4.4 or 1.4.4.1? I have some errors with it when playing 1.4.4.1 demos. The demos can play, but certain sounds aren't played and mb2_republiccruiser crashes.
 
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