diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 00000000..2a99aeee --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,675 @@ +### GNU GENERAL PUBLIC LICENSE + +Version 3, 29 June 2007 + +Copyright (C) 2007 Free Software Foundation, Inc. + + +Everyone is permitted to copy and distribute verbatim copies of this +license document, but changing it is not allowed. + +### Preamble + +The GNU General Public License is a free, copyleft license for +software and other kinds of works. + +The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom +to share and change all versions of a program--to make sure it remains +free software for all its users. We, the Free Software Foundation, use +the GNU General Public License for most of our software; it applies +also to any other work released this way by its authors. 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Definitions. + +"This License" refers to version 3 of the GNU General Public License. + +"Copyright" also means copyright-like laws that apply to other kinds +of works, such as semiconductor masks. + +"The Program" refers to any copyrightable work licensed under this +License. Each licensee is addressed as "you". "Licensees" and +"recipients" may be individuals or organizations. + +To "modify" a work means to copy from or adapt all or part of the work +in a fashion requiring copyright permission, other than the making of +an exact copy. The resulting work is called a "modified version" of +the earlier work or a work "based on" the earlier work. + +A "covered work" means either the unmodified Program or a work based +on the Program. + +To "propagate" a work means to do anything with it that, without +permission, would make you directly or secondarily liable for +infringement under applicable copyright law, except executing it on a +computer or modifying a private copy. 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Protecting Users' Legal Rights From Anti-Circumvention Law. + +No covered work shall be deemed part of an effective technological +measure under any applicable law fulfilling obligations under article +11 of the WIPO copyright treaty adopted on 20 December 1996, or +similar laws prohibiting or restricting circumvention of such +measures. + +When you convey a covered work, you waive any legal power to forbid +circumvention of technological measures to the extent such +circumvention is effected by exercising rights under this License with +respect to the covered work, and you disclaim any intention to limit +operation or modification of the work as a means of enforcing, against +the work's users, your or third parties' legal rights to forbid +circumvention of technological measures. + +#### 4. Conveying Verbatim Copies. + +You may convey verbatim copies of the Program's source code as you +receive it, in any medium, provided that you conspicuously and +appropriately publish on each copy an appropriate copyright notice; +keep intact all notices stating that this License and any +non-permissive terms added in accord with section 7 apply to the code; +keep intact all notices of the absence of any warranty; and give all +recipients a copy of this License along with the Program. + +You may charge any price or no price for each copy that you convey, +and you may offer support or warranty protection for a fee. + +#### 5. 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Additional Terms. + +"Additional permissions" are terms that supplement the terms of this +License by making exceptions from one or more of its conditions. +Additional permissions that are applicable to the entire Program shall +be treated as though they were included in this License, to the extent +that they are valid under applicable law. If additional permissions +apply only to part of the Program, that part may be used separately +under those permissions, but the entire Program remains governed by +this License without regard to the additional permissions. + +When you convey a copy of a covered work, you may at your option +remove any additional permissions from that copy, or from any part of +it. (Additional permissions may be written to require their own +removal in certain cases when you modify the work.) 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If the Program as you +received it, or any part of it, contains a notice stating that it is +governed by this License along with a term that is a further +restriction, you may remove that term. If a license document contains +a further restriction but permits relicensing or conveying under this +License, you may add to a covered work material governed by the terms +of that license document, provided that the further restriction does +not survive such relicensing or conveying. + +If you add terms to a covered work in accord with this section, you +must place, in the relevant source files, a statement of the +additional terms that apply to those files, or a notice indicating +where to find the applicable terms. + +Additional terms, permissive or non-permissive, may be stated in the +form of a separately written license, or stated as exceptions; the +above requirements apply either way. + +#### 8. Termination. + +You may not propagate or modify a covered work except as expressly +provided under this License. Any attempt otherwise to propagate or +modify it is void, and will automatically terminate your rights under +this License (including any patent licenses granted under the third +paragraph of section 11). + +However, if you cease all violation of this License, then your license +from a particular copyright holder is reinstated (a) provisionally, +unless and until the copyright holder explicitly and finally +terminates your license, and (b) permanently, if the copyright holder +fails to notify you of the violation by some reasonable means prior to +60 days after the cessation. + +Moreover, your license from a particular copyright holder is +reinstated permanently if the copyright holder notifies you of the +violation by some reasonable means, this is the first time you have +received notice of violation of this License (for any work) from that +copyright holder, and you cure the violation prior to 30 days after +your receipt of the notice. + +Termination of your rights under this section does not terminate the +licenses of parties who have received copies or rights from you under +this License. If your rights have been terminated and not permanently +reinstated, you do not qualify to receive new licenses for the same +material under section 10. + +#### 9. Acceptance Not Required for Having Copies. + +You are not required to accept this License in order to receive or run +a copy of the Program. Ancillary propagation of a covered work +occurring solely as a consequence of using peer-to-peer transmission +to receive a copy likewise does not require acceptance. However, +nothing other than this License grants you permission to propagate or +modify any covered work. These actions infringe copyright if you do +not accept this License. Therefore, by modifying or propagating a +covered work, you indicate your acceptance of this License to do so. + +#### 10. Automatic Licensing of Downstream Recipients. + +Each time you convey a covered work, the recipient automatically +receives a license from the original licensors, to run, modify and +propagate that work, subject to this License. You are not responsible +for enforcing compliance by third parties with this License. + +An "entity transaction" is a transaction transferring control of an +organization, or substantially all assets of one, or subdividing an +organization, or merging organizations. If propagation of a covered +work results from an entity transaction, each party to that +transaction who receives a copy of the work also receives whatever +licenses to the work the party's predecessor in interest had or could +give under the previous paragraph, plus a right to possession of the +Corresponding Source of the work from the predecessor in interest, if +the predecessor has it or can get it with reasonable efforts. + +You may not impose any further restrictions on the exercise of the +rights granted or affirmed under this License. For example, you may +not impose a license fee, royalty, or other charge for exercise of +rights granted under this License, and you may not initiate litigation +(including a cross-claim or counterclaim in a lawsuit) alleging that +any patent claim is infringed by making, using, selling, offering for +sale, or importing the Program or any portion of it. + +#### 11. Patents. + +A "contributor" is a copyright holder who authorizes use under this +License of the Program or a work on which the Program is based. The +work thus licensed is called the contributor's "contributor version". + +A contributor's "essential patent claims" are all patent claims owned +or controlled by the contributor, whether already acquired or +hereafter acquired, that would be infringed by some manner, permitted +by this License, of making, using, or selling its contributor version, +but do not include claims that would be infringed only as a +consequence of further modification of the contributor version. For +purposes of this definition, "control" includes the right to grant +patent sublicenses in a manner consistent with the requirements of +this License. + +Each contributor grants you a non-exclusive, worldwide, royalty-free +patent license under the contributor's essential patent claims, to +make, use, sell, offer for sale, import and otherwise run, modify and +propagate the contents of its contributor version. + +In the following three paragraphs, a "patent license" is any express +agreement or commitment, however denominated, not to enforce a patent +(such as an express permission to practice a patent or covenant not to +sue for patent infringement). To "grant" such a patent license to a +party means to make such an agreement or commitment not to enforce a +patent against the party. + +If you convey a covered work, knowingly relying on a patent license, +and the Corresponding Source of the work is not available for anyone +to copy, free of charge and under the terms of this License, through a +publicly available network server or other readily accessible means, +then you must either (1) cause the Corresponding Source to be so +available, or (2) arrange to deprive yourself of the benefit of the +patent license for this particular work, or (3) arrange, in a manner +consistent with the requirements of this License, to extend the patent +license to downstream recipients. "Knowingly relying" means you have +actual knowledge that, but for the patent license, your conveying the +covered work in a country, or your recipient's use of the covered work +in a country, would infringe one or more identifiable patents in that +country that you have reason to believe are valid. + +If, pursuant to or in connection with a single transaction or +arrangement, you convey, or propagate by procuring conveyance of, a +covered work, and grant a patent license to some of the parties +receiving the covered work authorizing them to use, propagate, modify +or convey a specific copy of the covered work, then the patent license +you grant is automatically extended to all recipients of the covered +work and works based on it. + +A patent license is "discriminatory" if it does not include within the +scope of its coverage, prohibits the exercise of, or is conditioned on +the non-exercise of one or more of the rights that are specifically +granted under this License. You may not convey a covered work if you +are a party to an arrangement with a third party that is in the +business of distributing software, under which you make payment to the +third party based on the extent of your activity of conveying the +work, and under which the third party grants, to any of the parties +who would receive the covered work from you, a discriminatory patent +license (a) in connection with copies of the covered work conveyed by +you (or copies made from those copies), or (b) primarily for and in +connection with specific products or compilations that contain the +covered work, unless you entered into that arrangement, or that patent +license was granted, prior to 28 March 2007. + +Nothing in this License shall be construed as excluding or limiting +any implied license or other defenses to infringement that may +otherwise be available to you under applicable patent law. + +#### 12. No Surrender of Others' Freedom. + +If conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot convey a +covered work so as to satisfy simultaneously your obligations under +this License and any other pertinent obligations, then as a +consequence you may not convey it at all. For example, if you agree to +terms that obligate you to collect a royalty for further conveying +from those to whom you convey the Program, the only way you could +satisfy both those terms and this License would be to refrain entirely +from conveying the Program. + +#### 13. Use with the GNU Affero General Public License. + +Notwithstanding any other provision of this License, you have +permission to link or combine any covered work with a work licensed +under version 3 of the GNU Affero General Public License into a single +combined work, and to convey the resulting work. The terms of this +License will continue to apply to the part which is the covered work, +but the special requirements of the GNU Affero General Public License, +section 13, concerning interaction through a network will apply to the +combination as such. + +#### 14. Revised Versions of this License. + +The Free Software Foundation may publish revised and/or new versions +of the GNU General Public License from time to time. Such new versions +will be similar in spirit to the present version, but may differ in +detail to address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies that a certain numbered version of the GNU General Public +License "or any later version" applies to it, you have the option of +following the terms and conditions either of that numbered version or +of any later version published by the Free Software Foundation. If the +Program does not specify a version number of the GNU General Public +License, you may choose any version ever published by the Free +Software Foundation. + +If the Program specifies that a proxy can decide which future versions +of the GNU General Public License can be used, that proxy's public +statement of acceptance of a version permanently authorizes you to +choose that version for the Program. + +Later license versions may give you additional or different +permissions. However, no additional obligations are imposed on any +author or copyright holder as a result of your choosing to follow a +later version. + +#### 15. Disclaimer of Warranty. + +THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY +APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT +HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT +WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND +PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE +DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR +CORRECTION. + +#### 16. Limitation of Liability. + +IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR +CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES +ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT +NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR +LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM +TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER +PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +#### 17. Interpretation of Sections 15 and 16. + +If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + +END OF TERMS AND CONDITIONS + +### How to Apply These Terms to Your New Programs + +If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these +terms. + +To do so, attach the following notices to the program. It is safest to +attach them to the start of each source file to most effectively state +the exclusion of warranty; and each file should have at least the +"copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper +mail. + +If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands \`show w' and \`show c' should show the +appropriate parts of the General Public License. Of course, your +program's commands might be different; for a GUI interface, you would +use an "about box". + +You should also get your employer (if you work as a programmer) or +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. For more information on this, and how to apply and follow +the GNU GPL, see . + +The GNU General Public License does not permit incorporating your +program into proprietary programs. If your program is a subroutine +library, you may consider it more useful to permit linking proprietary +applications with the library. If this is what you want to do, use the +GNU Lesser General Public License instead of this License. But first, +please read . \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 00000000..c462bf7d --- /dev/null +++ b/README.md @@ -0,0 +1,71 @@ +# ReplayMod +A Minecraft mod to record game sessions and replay them afterwards from any perspective. + +## Building +Make sure your sub-projects are up-to-date: `git submodule update --init --recursive` + +For each branch you visit the first time, running `./gradlew setupDecompWorkspace` is necessary. +This will also be necessary if the `replaymod_at.cfg` file has been changed (getting errors about code that is trying +to access private fields is a good indication that this has happened). + +### No IDE +You can build the mod by running `./gradlew :build`. You can then find the final jar files in `build/libs/`. + +### IntelliJ +For the initial setup run `./gradlew preshadowJar idea genIntellijRuns`. +You also need to enable the Mixin annotation processor: +1. Go to File -> Settings -> Build, Execution, Deployment -> Compiler -> Annotation Processors +2. Tick "Enable annotation processing" +3. Add a new entry to the "Annotation Processor options" +4. Set the name to "reobfSrgFile" and the value to "$path/build/mcp-srg.srg" where you replace $path with the full +path to the folder containing the gradlew file + +Whenever you switch to another branch, you can either just run `./gradlew preshadowJar idea` or instead run +`./gradlew preshadowJar copySrg` and then refresh the gradle project from within IntelliJ. + +### Eclipse + +## Development +### Branches +New features are developed on the `1.8` branch and merged upwards for release. Larger features are developed on their +own branch that is based on `1.8` and then merged back once it's finished. + +Features or bug fixes that apply only to a specific Minecraft version are fixed on the branch corresponding to that +version and reverted when merging upwards. + +Both subprojects follow a similar branching model. + +The user documentation (`docs` folder) is only committed to on the current development branch. Any changes committed on +a branch for a more recent Minecraft version are not kept up to date on the website and should only be +of importance once support for the previous Minecraft version is dropped. + +The `master` branch is solely to be used for the `version.json` file that contains a list of all versions +used by the clients to check for updates of this mod. + +### Versioning +The ReplayMod uses the versioning scheme outlined [here](http://mcforge.readthedocs.io/en/latest/conventions/versioning/) +with three changes: +- No `MAJORAPI`, the ReplayMod does not provide any external API +- "Updating to a new Minecraft version" should not increment `MAJORMOD`, we maintain one version of the ReplayMod +for each version of Minecraft and all these versions share the same feature set (and most bugs). We therefore try to +keep the version name the same for all of them (with the exception of `MCVERSION` of course). This also means that the +"Multiple Minecraft Version" section does not apply. +- For pre-releases the shorter `-bX` is used instead of `-betaX` + +When a new version is (pre-)release, a new annotated tag should be added with the name of the version and the +`versions.json` file in the `master` branch should be updated. To simplify this process the gradle task `doRelease` can +be used: `./gradlew -PreleaseVersion=1.8-2.0.0-rc1 doRelease`. It will create the tag and update the version.json +accordingly. + +Care should be taken that the updated `version.json` is not pushed before a jar file is available on the +download page (or Jenkins) as it will inform the users of the update. + +### Bugs +Bugs in the mod are tracked via [Bugzilla](https://bugs.replaymod.com/). +GitHub should only be used for issues that are generally not likely to affect any end users. + +Bug numbers in commits such as `(fixes #42)` refer to Bugzilla unless noted otherwise. + +## License +The ReplayMod is provided under the terms of the GNU General Public License Version 3 or (at your option) any later version. +See `LICENSE.md` for the full license text. \ No newline at end of file diff --git a/docs/.gitignore b/docs/.gitignore new file mode 100644 index 00000000..3ef074ce --- /dev/null +++ b/docs/.gitignore @@ -0,0 +1,2 @@ +node_modules +content.html diff --git a/docs/README.md b/docs/README.md new file mode 100644 index 00000000..65d6928b --- /dev/null +++ b/docs/README.md @@ -0,0 +1,21 @@ +### Documentation +The documentation at [replaymod.com/docs](https://www.replaymod.com/docs/) is generated from +`content.md` using a custom Node.js script. + +Using an image directly after a header will show it to the right of the text and will show the following +text as its caption. + +Block quotes (`> Quote`) are used to highlight sections of texts: `> **Note:** This is important.` + +Images should be available in two formats: jpg, which is loaded by default and the original png which +is loaded when the user clicks on the image. Note that some might only be available as jpg right now +as their original was lost. +Animated images should be available in webm (vp9) format which is displayed by default and as a gif which is used as +the fallback for browsers that lack webm support. +In `content.md`, the default version is used. + +Make sure you have [npm]() installed. +For the initial setup run `npm install`. +Run `node build` to generate the html. + +Note: The template used for the live version is different and the one here is only for convenient testing. \ No newline at end of file diff --git a/docs/build.js b/docs/build.js new file mode 100644 index 00000000..2a4f477f --- /dev/null +++ b/docs/build.js @@ -0,0 +1,209 @@ +require('array-findindex-polyfill') +require('string.prototype.endswith') + +var fs = require('fs') +var markdown = require('md-jml') + +var input = fs.readFileSync('content.md', 'utf8') +markdown.parse(input, {}, function (tree) { + // Assign numbers to headers + var counter = [0, 0, 0, 0] + var anchorStack = [''] + for (var i = 2; i < tree.length; i++) { + var e = tree[i] + if (typeof e === 'string' || !e[0].match(/h\d/)) { + continue // Not a header + } + var match = / \[(.+)\]/.exec(e[2]) + if (!match) { + continue // Doesn't contain anchor tag + } + var tag = match[1] + e[2] = /(.+) \[.+\]/.exec(e[2])[1] + + var level = +e[0].substring(1) + counter[level - 1]++ + for (var j = level; j < 4; j++) { + counter[j] = 0 + } + e[1].index = counter.slice(0, level).join('.') + if (e[1].index.indexOf('.') === -1) { + // There always has to be at least one dot in the index + e[1].index += '.' + } + // Prepend index to text + e[2] = e[1].index + ' ' + e[2] + + anchorStack = anchorStack.slice(0, level) + anchorStack.push(anchorStack[level - 1] + '-' + tag) + e[1].anchor = anchorStack[level].substring(1) + } + + function forEachElement (elements, matcher, callback) { + var indices = elements.map(function (h, index) { + // Find the indices of all matched children + return matcher(h) ? index : null + }).filter(function (i) { + // Filter out elements that didn't match + return i !== null + }) + for (var i = 0; i < indices.length; i++) { + var element = elements[indices[i]] + var subElements = elements.slice(indices[i] + 1, i + 1 < indices.length ? indices[i + 1] : elements.length) + callback(element, subElements) + } + } + + function generateIndex (headers, level) { + var out = '' + + // Header + if (level == 0) { + out += '

Contents

' + } else { + out += '
    ' + } + + // Find the indices of all headers one level below this one + forEachElement(headers, function (h) { + return h[0] === 'h' + (level + 1) && h[1].anchor + }, function (header, subHeaders) { + // Output header + if (level == 0) { + out += '
    ' + header[2] + '
    ' + } else { + out += '
    ' + header[2] + '
    ' + } + // Output sub headers (if any) + if (subHeaders.length) { + out += generateIndex(subHeaders, level + 1) + } + }) + + // Footer + if (level == 0) { + out += '
' + } else { + out += '' + } + + return out + } + var index = generateIndex(tree.slice(2).filter(function (e) { + return e[1] && e[1].index + }), 0) + + function generateBody (elements) { + function generateElements (elements) { + return elements.slice(2).map(generateElement).join('') + } + function generateElement (element) { + if (!element) { + return '' + } else if (typeof element === 'string') { + return element + } else if (element[0] === 'em') { + return '' + generateElements(element) + '' + } else if (element[0] === 'strong') { + return '' + generateElements(element) + '' + } else if (element[0] === 'code') { + return '' + generateElements(element) + '' + } else if (element[0] === 'p') { + if (element.length === 3 && element[2][0] === 'a' && element[2][2] === 'YouTube') { + var id = element[2][1].href + return '' + + '
' + } + return '

' + generateElements(element) + '

' + } else if (element[0] === 'a') { + return '' + generateElements(element) + '' + } else if (element[0] === 'ul') { + return '
    ' + generateElements(element) + '
' + } else if (element[0] === 'li') { + return '
  • ' + generateElements(element) + '
  • ' + } else if (element[0] === 'img') { + return '' + element[1].alt + '' + } else if (element[0] === 'blockquote') { + return element.slice(2).map(function (e) { + return '

    ' + generateElements(e) + '

    ' + }).join('') + } else if (element[0] === 'hr') { + return '
    ' + } else if (element[0] === 'br') { + return '
    ' + } else { + return JSON.stringify(element) + } + } + function generateSection (header, elements) { + // Remove images and store them for later + var images = [] + for (var i = 0; i < elements.length; i++) { + var element = elements[i] + if (element[0] !== 'p' || element[2][0] !== 'img') break + images.push(element) + } + elements.splice(0, images.length) + + var out = '' + if (header[1].anchor) { + out += '' + } + out += '<' + header[0] + ' class="text-ul">' + header[2] + '' + out += '
    ' + // Generate text + out += elements.map(generateElement).join('') + out += '
    ' + // Generate images + images.forEach(function (image) { + var url = image[2][1].src + if (url.endsWith('.jpg') || url.endsWith('.png')) { + var fullQualityUrl = url + if (url.endsWith('.jpg')) { + fullQualityUrl = url.substring(0, url.length - 3) + 'png' + } + out += '

    ' + generateElements(image.slice(1)) + '

    ' + } else if (url.endsWith('gif')) { + var webmUrl = url.substring(0, url.length - 3) + 'webm' + out += '
    ' + + '' + + '

    ' + generateElements(image.slice(1)) + '

    ' + } else { + console.log('[Warning] Unhandled image format: ' + url) + } + }) + out += '
    ' + return out + } + + var out = '' + forEachElement(elements, function (e) { + return e[0] === 'h1' + }, function (header, elements) { + out += '
    ' + var firstHeaderIndex = elements.findIndex(function (e) { + return e[0].match(/h\d/) + }) + header[0] = 'h2' // h1 headers should be rendered the same way as h2 ones are + out += generateSection(header, elements.slice(0, firstHeaderIndex === -1 ? elements.length + 1 : firstHeaderIndex)) + forEachElement(elements, function (e) { + return e[0].match(/h\d/) + }, function (header, elements) { + out += generateSection(header, elements) + }) + out += '
    ' + }) + return out + } + + var out = fs.readFileSync('template.html', 'utf-8') + .replace('{{index}}', index) + .replace('{{content}}', generateBody(tree.slice(2))) + //out = JSON.stringify(tree, null, 2) + fs.writeFileSync('content.html', out, 'utf-8') +}) diff --git a/docs/content.md b/docs/content.md new file mode 100644 index 00000000..4d53d664 --- /dev/null +++ b/docs/content.md @@ -0,0 +1,674 @@ +# Installation [installing] +## Installing the Replay Mod [replaymod] +The **ReplayMod** requires **Minecraft Forge** to be installed. + +For the use with the **Replay Mod**, we recommend using Forge Version `1.8-11.14.3.1450`, which can be downloaded [here](http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.8.html) +Other Forge Versions might, but don't necessarily work. + +If you don't know how to install Forge, follow [this tutorial](https://www.youtube.com/watch?v=4i7-RystzC4). + +After installing Forge, simply put the downloaded `ReplayMod.jar` file in the `/mods` folder of your Minecraft directory. + +> **Note:** The **Replay Mod** is entirely client side and can not be installed on the servers you play on. + +## Installing FFmpeg [ffmpeg] +To use the **Replay Mod**'s [Rendering Feature](#replaying-render), you need to have FFmpeg installed. + +### Windows [windows] +Download the latest **FFmpeg Static Build** for your architecture from . +Then, extract the downloaded `.7z` file in the folder you want to install FFmpeg in. + +Next, download this **Batch Script** to quickly install FFmpeg: + +> **Note:** If your browser warns you about the download, dismiss the message. It's a simple Batch Script which won't damage your computer. + +Put the downloaded script into the folder where you extracted FFmpeg and run itt by double-clicking it. +If you see a success message in the console, you've sucessfully installed **FFmpeg**! + +### Mac OSX [mac] +On OSX, you can install **FFmpeg** with **[Homebrew](http://brew.sh/)** using `brew install ffmpeg`. + +Alternatively, you can download the latest static build from and copy the ffmpeg executable to `/usr/local/bin`. + +### Linux [linux] +On Linux, you can install **FFmpeg** using your system's package manager, for example using `apt install ffmpeg`. +If in doubt, consult the documentation of your distribution. + +## Compatibility with other Mods [compatibility] +### General information [general] +In General, the Replay Mod _should_ be compatible with most Forge Mods. +However, due to the way that recording works, many Mods that add new Blocks, Mobs or Game Mechanics are not supported. +Mods that simply modify the client (like the [PixelCam Mod](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2327429-pixelcam-camera-studio-for-minecraft-1-8) +or the [CommandGroups Mod](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2443430-command-groups-mod-order-label-and-color-command)) usually work. + +### Optifine [optifine] +The **Replay Mod** is compatible with `Optifine 1.8.0 HD U D5`, which can be downloaded at . +Other Optifine versions for Minecraft 1.8.0 might, but don't have to be compatible as well. + +> **Warning:** If you have Optifine installed, you **can not render videos** from within the Replay Mod. +This might change in future Replay Mod versions. + +### Shaders Mod [shaders] +You can use the Replay Mod together with [karyonix' Shaders Mod](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1286604-shaders-mod-updated-by-karyonix), +but rendering videos results in **possible crashes** and **malformed videos**. +Therefore, you have to **uninstall the Shaders Mod before rendering**. + +## Troubleshooting [troubleshooting] +If you need help installing the **Replay Mod** or **FFmpeg**, please read [this forum thread](https://www.replaymod.com/forum/thread/220) +by [bela333](https://www.replaymod.com/user/bela333) - it covers most of the problems that users encountered so far. + +# Recording [recording] +![](img/recording-indicator.jpg) +The **Recording Indicator** which is displayed while recording + +Recording Replays is the core feature of the **Replay Mod**. + +Recording a Replay is really simple: If enabled in the **Replay Settings**, the Mod will automatically record all of your gaming sessions. +You will be notified that the Recording started by a **Chat Message**. Chat Messages can be disabled in the **Replay Settings**. +In the upper left corner, a **Recording Indicator** will be displayed unless disabled in the **Replay Settings** while you are recording. + +While Recording, you can set [Event Markers](#replaying-markers) using the `M` key. + +Upon exiting your Server/Singleplayer World, you might be asked to wait a couple of seconds until saving the Replay has been finished. +Congratulations, your Replay is now accessible via the **Replay Viewer**! + +# Replaying [replaying] +![](img/replay-viewer.jpg) +The **Replay Viewer** with several recorded Replays + +To watch one of your Replays, open up the **Replay Viewer** from the **Main Menu** and select the desired Replay. +Then, press the "Load" button. + +In the **Replay Viewer**, you can also **rename**, **delete** and **upload** your **Replay Files**. + +## Movement [movement] +### Basic Controls [basic] +While in the Replay, you can freely move around using the movement keys (`WASD, Space, Shift` by default). +You can move through block similar to Spectator Mode. + +Using the **Mouse Wheel**, you can modify your flying speed. Scrolling **up** causes you to fly faster, while scrolling **down** slows you down. + +### Camera Roll [roll] +![](img/camera-tilted.jpg) +A Screenshot taken with a **tilted camera** + +While in a Replay, you can tilt the Camera. + +By default, pressing `J` will tilt the screen clockwise, and pressing `L` will tilt the screen counterclockwise. +Using `K`, you can reset the Camera Roll. + +When holding the `Ctrl` key (`Cmd` key on Mac) while tilting, you can tilt slower and more precisely. + +> **Hint:** Most of the Keybindings mentioned in this documentation can be changed in Minecraft's **Control Menu**. + +### Spectating Entities [spectating] +You can spectate any living entitiy (including players) while in a Replay. When looking at an entity, a crosshair will be visible. + +By right-clicking, you will start spectating the entity. If you want to stop spectating the entity, use your Sneak Key (`Shift`). + +## Controlling Time [time] +### Replay Speed [speed] +![](img/real-timeline.jpg) +The **Play/Pause button**, **Speed Slider** and **Replay Timeline** hightlighted + +In the upper left corner of you screen, there is a **Play/Pause button** (Shortcut: `P`), using which you can entirely pause the time of the Replay. +All Entities, Particles and Block Updates will be frozen until you resume. You can fly through a paused Replay as usual. + +Next to the Play/Pause Button, there is a **Speed Slider**. Using the **Speed Slider**, you can control how fast the time in your Replay passes. +The minimum Speed value is **0.1 times** the normal Minecraft Tick Speed, and the maximum Speed is **8 times** as fast. + +### Jumping in Time [travel] +To the right of the Speed Slider, there is the **Replay Timeline**. +On the Replay Timeline, you see a yellow cursor indicating your current position in the Replay. +By clicking somewhere on this Timeline, you will travel in time towards the specified point in time. +Please note that it takes longer to do larger steps in time or to jump backwards in time. + +## Camera Paths [paths] +### Introduction [intro] +While in a Replay, you can create controlled **Camera Movements** using the Mods's **Keyframe System**. +Those Camera Paths can be rendered to a video later (see [Rendering](#replaying-render)). + +Camera Paths are inspired by the [PixelCam Mod](http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2327429-pixelcam-camera-studio-for-minecraft-1-8) which is based on the Camera Studio Mod. + +The **Replay Mod Keyframe System** is similar to many Video Editing Software's Keyframe Systems. +If you're new to Keyframe Systems, try reading [this Wikipedia article](https://en.wikipedia.org/wiki/Key_frame). + +### Keyframe Timeline [timeline] +![](img/keyframe-timeline.jpg) +The **Keyframe Timeline** highlighted + +All of the Keyframes which define a Camera Path are placed on the **Keyframe Timeline**. +The Keyframe Timeline is below the [Replay Timeline](#replaying-time-travel). + +The **Keyframe Timeline** is 10 Minutes long, meaning a Camera Path can take up to 10 Minutes. +You can zoom in and out on the Keyframe Timeline using the `+` and `-` buttons next to it. + +Other than the **Replay Timeline**, the **Keyframe Timeline**'s time values are not relative to the Replay's point of time, but refer to **real time**. +If two Keyframes are 5 seconds apart, the Camera Path will take 5 seconds to interpolate between those Keyframes. + +You can drag Keyframes on the **Keyframe Timeline** by left-clicking them, holding the mouse button and moving your mouse. + +### Position Keyframes [place] +The basic components of a Camera Path are **Position Keyframes**. +A Position Keyframe stores a **Camera Position** (x, y, z, yaw, pitch, roll). + +You can set a **Position Keyframe** using the "Add Position Keyframe" ![Green Rhomb](img/position-keyframe-button.png) button. +A **Position Keyframe** initially contains the state the Camera was in when creating the Keyframe. + +On the **Keyframe Timeline**, a **Position Keyframe** will appear at the cursors's current position. +This Keyframe is selected automatically, and the **Position Keyframe Button** will turn red. +By clicking the **Position Keyframe Button** again, the selected **Position Keyframe** will be removed. + +By adding multiple **Position Keyframes** on the **Keyframe Timeline**, you can create a simple **Camera Path**. +Using the [Path Preview](#replaying-paths-place-preview), you can preview your **Camera Path**. + +> **Hint:** By right-clicking a **Position Keyframe** on the **Keyframe Timeline**, you can jump to this Keyframe's Position. + +#### Path Interpolation [interpolation] +![](img/cubic-path.gif) +A **Camera Path** using **Cubic Interpolation** + +![](img/linear-path.gif) +The same **Camera Path** using **Linear Interpolation** + +By default, Camera Paths follow a smooth curve through all of the set **Position Keyframes**. +This curve is generated using [Cubic Spline Interpolation](https://en.wikipedia.org/wiki/Spline_interpolation). +If you wish to disable smooth interpolation and want to make the Path follow straight lines instead, change the **Path Interpolation Setting** in the **Replay Settings**. + +You can easily toggle between **Linear** and **Cubic Interpolation** using the `O` key. + +#### Path Preview [preview] +![](img/path-preview-icon.jpg) +While the **Path Preview** is enabled, this camera symbol is displayed in the lower right corner of the screen. + +![](img/path-preview.jpg) +A normal **Path Preview** + +Using the `H` key, you can toggle a **visual representation** of your Camera Path. +If enabled, you will see a **Red Line** in the World following the Camrea Path. + +The [Path Interpolation Setting](#replaying-paths-place-interpolation) is respected in this preview. + +By moving the cursor on the **Keyframe Timeline**, you can see the Camera's current positon and view direction on the **Path Preview**. + +### Time Keyframes [time] +**Time Keyframes** can be used to precisely control time travelling during a **Camera Path**. + +> Every Time Keyframe represents a timestamp in the Replay itself. + +You can set a **Time Keyframe** using the "Add Time Keyframe" ![Green Hourglass](img/time-keyframe-button.png) button. +A **Time Keyframe** initially contains the Replay's point in time when creating the Keyframe. + +When playing the **Camera Path**, the Replay's time will interpolate between the set **Time Keyframes** in the Keyframes' intervals. Two **Time Keyframes** with the same Timestamp will freeze the Replay time for the duration of their interval. + +> **Hint:** By right-clicking a **Time Keyframe** on the **Keyframe Timeline**, you can jump to this Keyframe's Timestamp Value. + +> **Note:** Travelling backwards in time is not supported during **Camera Paths**. Do not add a **Time Keyframe** containing an earlier point in time after another **Time Keyframe**. + +To play your first **Camera Path**, click the **Play Button** next to the **Keyframe Timeline**. +By default, the **Camera Path** starts from the Cursor Position on the Keyframe Timeline. +By clicking while holding the `Ctrl` key (`Cmd` key on Mac), you can however start from the beginning regardless of the Cursor Position. + +#### Synchronizing Timelines [sync] +Using the `V` key, you can **synchronize** the **Keyframe Timeline** with the time that passed since the last **Time Keyframe**'s timestamp. + +This means that pressing `V` moves the **Keyframe Timeline**'s cursor to the position where placing a **Time Keyframe** would result in a **Replay Speed** of the **Speed Slider's current value** between the newly placed and the last **Time Keyframe**. + +If holding `Shift` while synchronizing, it will be synchronized as if the **Speed Slider's value** was **1.0**. + +### Spectator Keyframes [spectator] +![](img/path-preview-spectator.jpg) +A **Path Preview** with **Spectator Keyframes** + +While [spectating an entity](#replaying-movement-spectating), the "Add Position Keyframe" button becomes an "Add Spectator Keyframe" ![Blue Rhomb](img/spectator-keyframe-button.png) button. + +To sucessfully spectate an entity, you always need at least two **Spectator Keyframes** created while spectating the same entity. +On the **Keyframe Timeline**, the periods during which you are spectating an entity are marked with a blue line. + +To leave a spectated entity during a camera path, simply add a normal **Position Keyframe**. + +### Editing Keyframes [edit] +![](img/keyframe-editor.jpg) +The **Keyframe Editor** for a **Position Keyframe** + +You can edit any Keyframe by **double-clicking** it on the Keyframe Timeline. +A new GUI Screen will open which allows you to modify the Keyframe's properties. + +On the lower part of the screen, you can precisely set the Keyframe's position on the **Keyframe Timeline**. +Above that, you can modify Keyframe specific settings, for example its Position value. + +### Removing Keyframes [remove] +Using the `DELETE` key, you can remove the currently selected Keyframe. +Alternatively, while a Keyframe is selected, its connected Button turns red, and clicking it removes the Keyframe as well. + +> **Note:** If you use an Apple Computer with a built-in keyboard, you may need to press `FN + DELETE` instead. + +### Keyframe Repository [repository] +![](img/keyframe-repository.jpg) +The **Keyframe Repository** with two **Path Presets** + +[YouTube](IYrzbbIzWPw) + +Using the `X` key, you can open the **Keyframe Repository**. Every Replay File has a separate Keyframe Repository which can contain several **Keyframe Presets**. + +To save the Keyframes currently on your Timeline, click the **"Save current Path"** button. +You can change the Preset's name using the Text Input Field in the upper right corner. +To load a Keyframe Preset, select a Preset from the list on the left side and click the **"Load"** button. +Using the **"Remove"** button, you can permanently delete a Keyframe Preset from the **Keyframe Repository**. + +## Custom Objects [objects] + +[YouTube](_Xdpg828fbE) + +### Introduction [introduction] +**Custom Objects** are mainly meant for **video creators**. They allow you to add any image into the Replay World and animate its Position, Opacity and much more. + +Instead of using [Motion Tracking](https://en.wikipedia.org/wiki/Match_moving) to add text or pictures to a video, you can directly add these to the rendered file. + +### Adding Assets [assets] +![](img/asset-manager.jpg) +The **Asset Manager** with an example Asset + +In order to create **Custom Objects**, you first have to add **Assets** to your Replay File. +Therefore, open the **Asset Manager** using the `G` key. + +In the **Asset Manager**, you can add **Image Files (.png, .jpg and more)**, so-called **Assets**, to the Replay. +When clicking the **"Add"** button, a File Chooser will show up. Select the image file you want to use. +You can give the Asset a custom name using the Text Input Field in the top right corner. + +All of the Assets you added can be used by **Custom Objects**. + +### Creating Custom Objects [creating] +![](img/object-manager.jpg) +The **Object Manager** with some **Animation Keyframes** + +Using the `F` key, you can open the **Object Manager**. Initially there won't be any Objects in the **Object List**, but you can simply add an Object using the **"Add"** button. + +After doing so, you can name the newly created **Custom Object** using the Text Field in the upper right corner. +To define which **Asset File** (i.e. image) the **Custom Object** should use, select the desired **Asset** from the dropdown beneath the Name Input. + +If you leave the **Object Manager**, you should see the image in the World somwhere near your position. + +### Animating Custom Objects [animating] +![](img/custom-object-animated.gif) +An animated **Custom Image Object**. + +Of course, you don't want the image to stay at that position. + herefore, open the **Object Manager** again and select the **Custom Object** you want to modify. +On the lower half of the screen you will see mutliple **Input Fields**, using which you can modify various settings +(so-called **Transformations**), for example the Object's **Position**, **Scale**, **Orientation** and **Opacity**. + +When editing these values, you'll notice that on the TImeline to the right, Keyframes appear. +You can set and remove Keyframes for specific settings using its "Add Keyframe" button on the very left of the screen. + +The **Object Manager's Keyframe System** is very similar to the **Position Keyframe** and **Time Keyframe** System. + +During a **Camera Path**, the **Custom Objects** will interpolate their **Transformation Values** like **Position Keyframes** are interpolated. +While outside the **Object Manager** you can preview the Objects' position by moving the cursor on the **Keyframe Timeline** - the Objects will interpolate to the position they'll be at that timestamp during the **Camera Path**. + +Once you got the hang of it, you'll be able to quickly animate **Custom Objects**. + +## Rendering [render] +With the **Replay Mod**, you can render **Camera Paths** to videos **without** using a screen recording tool like Fraps. +To get started, first [set up your Camera Path](#replaying-paths) as described in the previous chapters. +Then, press the **"Render Camera Path"** button in the upper left corner. + +### Rendering Method [method] +The **Replay Mod** does not only allow you to render "normal" vidoes as you see them on YouTube everyday, +you can also render **360 degree videos**, **3D videos** and more. +To change the rendering method, use the dropdown on the upper half of the **Render Settings Screen**. + +#### Default Rendering [default] +![](img/render-default.jpg) +A frame exported using **Default Rendering** + +Renders the video in the specified resolution. Fastest Rendering Option. + +#### Stereoscopic Rendering [stereoscopic] +![](img/render-stereoscopic.jpg) +A frame exported using **Stereoscopic Rendering** + +Renders the video as a [stereoscopic](https://en.wikipedia.org/wiki/Stereoscopy) (side-by-side) 3D move, usable by different 3D technologies. The image for one eye is half the width of the video. + +#### Cubic Rendering [cubic] +![](img/render-cubic.jpg) +A frame exported using **Cubic Rendering** + +Renders the video with a **360 degree panoramic view**, using [Cubic Projection](http://wiki.panotools.org/Cubic_Projection). +This is usable by several 360 degree video players (and the **Oculus Rift**), for example [VR Player](https://vrplayer.codeplex.com/). +While **Cubic Videos** can't be used for **YouTube 360° Videos**, it takes less time to render them, so if your player +is compatible with **Cubic Projection** anyway, you can use this setting. + +#### Equirectangular Rendering [equirectangular] +![](img/render-equirectangular.jpg) +A frame exported using **Equirectangular Rendering** + +Renders the video with a 360 degree panoramic view, using [Equirectangular Projection](http://wiki.panotools.org/Equirectangular_Projection). +This is usable by [YouTube's new 360 degree video function](https://support.google.com/youtube/answer/6178631?hl=en), and several video players (and the **Oculus Rift**), for example [VR Player](https://vrplayer.codeplex.com/). + +> **Note:** In order for **YouTube** to recognize 360 Degree Videos, you have to inject some Metadata. Follow [this guide](https://support.google.com/youtube/answer/6178631?hl=en) for a tutorial. + +### Video Settings [settings] +![](img/rendersettings-video.jpg) +The **Video Render Settings** Screen + +After you chose the **Rendering Mode** you want to use, you can further customize the rendered video. + +#### Video Resolution [resolution] +Below the **Render Method** Dropdown, you can enter the desired **Video Resolution** (Width * Height). +You can enter any resolution there, but make sure to use reasonable values. + +Common Video Resolutions for **Default Rendering** are: + +- 720p - 1280 * 720 +- 1080p - 1920 * 1080 +- 4k - 3840 * 2160 + +--- + +When using **Stereoscopic Rendering**, please note that the entered **Width** value is the final video's width. +Because **Stereoscopic Videos** have two frames next to each other, you therefore need to **double** the video width, +so if you want a **Full HD Stereoscopic Video**, you have to enter **3840 * 1080**. + +--- + +Videos in **Equirectangular Projection** always need to have an **Aspect Ratio** of **2:1**. + +Please note that you should generally use a high resolution when exporting **Equirectangular Videos**, as the Video will be mapped onto a spherical surface in the Viewer you're using. To get a decent looking video, we recommend a resolution of **4320 * 2160**. + +> **Note:** If you're re-rendering Equirectangular footage (e.g. using a video editing software like Premiere), make sure to export it at a **2:1** aspect ratio - otherwise it will look strange in 360 degrees. + +#### Video Framerate [framerate] + +#### Video Encoding and Quality [quality] +![](img/quality-comparison.jpg) +A comparison between the quality of the **MP4 Hight, Default and Potato** Quality Presets. + +Below the **Render Method Dropdown**, there is another Dropdown Menu for **Encoding Presets**. + +> **Note:** If you simply want to render an MP4 video in good quality, don't change these settings. + +There are **7 Encoding Presets** you can choose from: + +- **MP4 - Default Quality** + Renders an **MP4 video** encoded with the **x264 codec** in **Default Quality**. + This is default Encoding Preset, as it exports a video with good quality and a relativly low file size. +- **MP4 - High Quality** + Renders an **MP4 video** encoded with the **x264 codec** in **High Quality**. + Rendered videos have a relatively high file size, but their quality is almost lossless. This is useful for video producers who have to encode (render) their footage several times. +- **MP4 - Potato Quality** + Renders an **MP4 video** encoded with the **x264 codec** in **Very Low Quality**. + While the video itself looks really bad, the file size is tiny and therefore this preset can be used for test renders. +- **MP4 - Custom Bitrate** + If this Preset is chosen, the **Bitrate Input Field** gets enabled and you can define the video's bitrate yourself. + The rendered video is an **MP4 video** encoded with the **x264 codec**. +- **WEBM - Custom Bitrate** + If this Preset is chosen, the **Bitrate Input Field** gets enabled and you can define the video's bitrate yourself. + The rendered video is a **webm video** encoded with the **vp8 codec**. + **webm video files** are useful if you want to upload footage directly to streaming services like YouTube, + as they usually don't have to convert **vp8-encoded videos** when processing them. +- **MKV - Lossless** + Renders an **MKV video** encoded with the **x264 codec** in **Lossless Quality**. + While these video files are of perfect quality, most **non-FFmpeg-based video players and video editing software** (e.g. QuickTime Player, Sony Vegas and Adobe Premiere) can't play these videos. Therefore, you should instead use the **MP4 - High Quality** preset in most cases. +- **PNG Sequence** + Exports the sequence as individual frames in the **PNG Format**. + **Warning:** This can create a huge amount of files, so make sure to save them in a separate folder. + +### Advanced Settings [advanced] +![](img/rendersettings-advanced.jpg) +The **Advanced Render Settings** Screen + +By clicking the **"Advanced Settings" Button** in the lower right corner, you can access more settings. + +#### Hide Nametags [nametags] +If you don't want to see Entity's Nametags in the rendered video, simply tick the checkbox. Hidden Nametags also include Nametags of **Armor Stands** and **Mobs**, **not only Players**! + +#### Stabilize Camera [stabilize] +This setting is only applicable for **Cubic Rendering** and **Equirectangular Rendering**. +Because you can rotate the camera in **360 degree viewers**, a tilted camera persepctive leads to a strange user experience: +If the user looks around, his view might appear to be tilted because the camera looked up or down. +Therefore, it is recommended to **always stabilize the camera's Pitch and Roll** using the repsective checkboxes. + +[Example 360° video **without stabilized Camera Pitch**](https://www.youtube.com/watch?v=lHGSG-0CVZw) +[Example 360° video **with stabilized Camera Pitch and Roll**](https://www.youtube.com/watch?v=mtBehojUotQ) + +#### Chroma Keying [chroma] +![](img/chromasky.jpg) +A screenshot of a video rendered with a **Red Chroma Key Setting** + +This is an experimental setting for video producers which allows you to change the sky color to a fixed color. +Using a **Video Editing Software** like **Adobe After Effects** or **Sony Vegas**, you can change the sky color to transparency and add your own footage as sky. Read more about **Chroma Keying** [here](https://en.wikipedia.org/wiki/Chroma_key). + +> **Note:** For best results, you should **disable clouds** before rendering, as they are transparent. + +### Command Line Settings [commandline] +![](img/rendersettings-commandline.jpg) +The **Command Line Render Settings** Screen + + +> **Note**: This is for advanced users only. If you do not know what your're doing, leave these settings as they are. + +The **Replay Mod** runs [FFmpeg](http://ffmpeg.org/) via the **Command Line** to encode videos. + +You can customize both the **executed Command** and the **Command Line Arguments** in the **Command Line Settings** Tag of the **Render Settings Screen**. + +#### Custom Command [command] +If you leave the left input field blank, `ffmpeg` will be used as **command**. If you haven't set your **PATH variable** to link to your FFmpeg distribution, simply enter the full path to your FFmpeg executable (e.g. `C:/ffmpeg/ffmpeg.exe` or `/usr/local/bin/ffmpeg`). + +#### Command Line Arguments [arguments] +In the right input field, you can input custom **Command Line Arguments** to be used in the console. + +Each of the **Encoding Presets** basically represents a set of **Command Line Arugments** which are used with the **ffmpeg Command**. +Customizing these **Command Line Arguments** allows you to use a specific codec or quality setting and much more. +If you need an introduction to **ffmpeg Command Line Arguments**, read the [FFmpeg documentation](http://ffmpeg.org/ffmpeg.html). + +Before passing the given **Command Line Arguments** to the **ffmpeg Command**, the **Replay Mod** replaces the following placeholders with your inputs in the **Render Settings Screen**: +- **%WIDTH%** + The video's width +- **%HEIGHT%** + The video's height +- **%FPS%** + The video's framerate +- **%FILENAME%** + The video's filename **without the extension**. This should be surrounded with quotation marks `"`, as the filename might contain spaces. + As the **ffmpeg Command** is always executed from the target file's parent directory, %FILENAME% does **not** contain the file's full path. +- **%BITRATE%** + The video's bitrate in **kilobytes per second**. As the %BITRATE% placeholder already contains the **value identifier "K"**, + you don't have to take care of the bitrate value's format. + +### Rendering Performance [performance] +![](img/rendering-screen.jpg) +The Screen which is displayed while a video is being rendered + +By clicking the **Render Button** in the lower right corner, you start **Default Performance Rendering**. Usually, this is perfectly satisfying regarding rendering speed, but you can increase it slightly using **High Performance Rendering**. + +To use **High Performance Rendering**, hold down the `Ctrl` key (`Cmd` key on Mac) while clicking the **Render Button**. +**High Performance Rendering** has the following changes to improve rendering speed: + - Rendering Process, Estimated Time Left and Button Clicks are not recalculated after every rendered frame, + but only after one rendered seconds (e.g. every 60 frames when rendering with 60fps) + - Resizing the Minecraft Window does not update the Rendering Gui + +### Troubleshooting [troubleshooting] + +> If you have trouble with rendering, please first consult the Documentation before asking for help in the Forums. + +#### No FFmpeg installation found [ffmpeg] +![](img/ffmpeg-missing.jpg) +The error screen that is displayed when no FFmpeg installation could be found + +If the **Replay Mod** tells you to install FFmpeg even though you already have, you have to manually tell the **Replay Mod** where your FFmpeg executable is located. + +First, get the full path to your `ffmpeg.exe` (on Windows) or `ffmpeg` executable (on Mac/Linux). +On Windows, this path might look like `C:/ffmpeg/ffmpeg.exe`. + +Then, open the **"Command Line Settings" Tab** in the Render Settings and paste this path into the **left input field** and retry rendering. + +#### Crash while rendering [crash] +If Minecraft crashes after a few frames of rendering, it most likely means the **FFmpeg** didn't like the **Command Line Arguments** you passed. +If you customized the Command Line Arguments manually, re-check them - it's probably your own fault. + +> **Hint:** In your .minecraft folder, you'll find a file called `export.log` which contains information about FFmpeg's rendering process. + +If you did **not** customize the **Command Line Arguments**, you might have entered some insanely high (or low) values e.g. for Bitrate or Video Resolution. Try again with other, more reasonable values. + +## Ambient Lighting [lighting] +![](img/ambient-lighting-comparison.jpg) +The same setting, onace with **Ambient Lighting** enabled, once with **Ambient Lighting** disabled + +![](img/eyecon.jpg) +While **Ambient Lighting** is enabled, this eye symbol is displayed in the lower right corner of the screen. + +If you have a Replay in a dark setting (for example at nighttime, or in a cave) and **Brightness: Bright** just isn't bright enough for you, you can toogle **Ambient Lighting** using the `Z` key (`Y` on some keyboards). + +This works as a replacement for the **Night Vision Potion Effect**, without the side effect of a weird sky color. + +## Player Overview [overview] +![](img/player-overview.jpg) +The **Player Overview** Screen + +Using the `B` key, you can open the **Player Overview**. In the **Player Overview**, you see a list of all currently loaded **Players** in the Replay. + +By clicking on a player's **Name or Head**, you can **spectate** this player. + +Next to each player, there's a **checkbox** using which you can toggle the player's **visibility**. +This way, you can hide certain players from the Replay. +Above the individual checkboxes, there are two checkbox buttons - one to **hide all players** and one to **show all players**. + +If you want to **save the player visibility settings**, check **"Remember Hidden Players" checkbox**. +If checked, invisible players will stay invisible after closing the Replay (this can of course be reverted), +otherwise all of the players are visible again after reloading the Replay. + +## Thumbnails [thumbnail] +![](img/default-thumb.jpg) +The **Default Thumbnail** which is used if no Thumbnail was created + +While in a Replay, you can use the `N` key to create a **Thumbnail** of the current Replay. +A **Thumbnail** is a Screenshot which should give the viewer a good impression of your Replay's content. + +**Thumbnails** are important when uploading a Replay to the **Replay Center**, +as other users are much more likely to download your Replay if they can see a preview of it. +They also help keeping your **Replay Viewer** clear and structured. + +If no **Thumbnail** is set for a Replay, the **Default Thumbnail** will be displayed in the **Replay Viewer** and in the **Replay Center**. + +## Event Markers [markers] +![](img/marker-timeline.jpg) +The **Replay Timeline** with several **Event Markers** + +Long Replays easily get really clunky and difficult to handle. +Therefore, **Event Markers** are a simple way to mark important events in your Replay. + +While [recording a Replay](#recording), you can press the `M` key anytime to set an **Event Marker**. +This **Event Marker** remembers the **Position** where you've added it and will later, +while watching a Replay, be displayed on the **Replay Timeline**. + +While viewing a Replay, you can jump to an **Event Marker**'s Position and Timestamp by right-clicking it on the **Replay Timeline**. + +You can also add new **Event Markers** while viewing a Replay using the `M` key as well. + +You can name **Event Markers** by double-clicking them. +When hovering over the **Event Marker**, its name is displayed. +This way, it's even simpler to add structure to your Replays. + +You can **delete an Event Marker** by clicking it once to select it and then pressing the `DELETE` key. + +# Replay Center [center] +The **Replay Center** is where you can **share** your **Minecraft Moments** with others and discover awesome **Replays by other Users**. +To be able to use the **Replay Center**, you need an **account on ReplayMod.com**. + +## Authentication [auth] +![](img/auth-login.jpg) +The **Login Screen** which is displayed upon startup + +![](img/auth-register.jpg) +The **Register Screen** + +When starting Minecraft with the **Replay Mod** installed, you will be asked to login to **ReplayMod.com**. +If you don't want to use the **Replay Center**, you can click the **"Skip" Button** to continue without logging in. + +If you want to browse other users' **Replays** and **share your own Replays** however, you need to **Register an account**. + +> **Note:** By registering an Account on **ReplayMod.com**, you agree to the Website's [Terms of Service](https://www.replaymod.com/legal/terms) + +Please note that you can only create **one ReplayMod.com Account per Minecraft Account**, so choose your username wisely. + +Once you've registered, you're automatically going to be logged in. The Mod **remembers your login** until you manually log out from the **Replay Center**, so it won't ask you upon every startup if you logged in once. + +## Replay Files [files] +![](img/replay-center.jpg) +The **Replay Center** in the Mod + +Once you've logged in, you can use the **"Replay Center" Button** in the Main Menu to access the **Replay Center**. + +In the upper half of the screen, there are **5 Buttons** for **5 Tabs** of the **Replay Center**: +- **Recent** + Shows the most recently uploaded Replays in the **Replay Center** +- **Best** + Shows the Replays with the **best rating and most downloads** +- **Downloaded** + Shows all of the Replays you've downloaded locally +- **Favorited** + Shows all of the Replays you favorited +- **Search** + Allows you to search for specific Replays + +When you've found an insteresting looking Replay, you can download it using the **"Download" Button** in the lower left corner. +After downloading, you'll automatically join the Replay. + +After you've downloaded a Replay, you can rate and favorite it in the **Replay Center** using the respective buttons. + +> You are encouraged to rate Replays after you downloaded them to help promoting the best Replays. + +## Upload Replays [upload] +![](img/replay-upload.jpg) +The **Replay Upload Screen** + +You can share your own **Replay Files** with other users in the **Replay Center**. +Therefore, click the **"Upload" Button** in the **Replay Viewer** after selecting a Replay. + +In the **Replay Upload Screen** there are **6 input fields**: +- **Replay Name** + The Replay's Name in the Replay Center +- **Replay Description** + A description of what happens in the Replay. Try to give the user a good impression why your Replay is worth downloading. +- **Category** + The Replay's Category, one of the following: **Survival**, **Build**, **Minigame**, **Miscellaneous**. If none of the other categories fit, use **Miscellaneous**. +- **Tags** + One or more tags that fit your replay, spearated by comma. **Example tags:** pvp,battle,redstone,creative +- **Hide Server IP** + If you've recorded a Replay on a private Server, you can remove the Server IP by checking the respective checkbox. +- **Thumbnail** + While you can't directly edit the Thumbnail when uploading, it is highly recommended that + you [create a Thumbnail](#replaying-thumbnail) before sharing your Replay. + Replays without a Thumbnail are much less likely to be downloaded by other users. + +When uploading a Replay File, make sure to follow the [Replay Center Rules](https://www.replaymod.com/rules). + +# Frequently Asked Questions [faq] + +### Do I need a ReplayMod.com Account to use the mod? +You only need a ReplayMod.com Account to access the [Replay Center](#center). +All of the other features are also available offline. + +### For how long can I record? +Theoretically, a Replay File can be up to **24 days, 20 hours, 30 minutes and 23 seconds** long - which is a timespan you'll probably never reach. + +### How many chunks around me does the Mod record? +If you're playing in **Singleplayer**, all of the loaded chunks within your **Render Distance** are recorded. +If you're on a server, this depends on the **view-distance** setting in the **server.properties** file, which is set to **11 Chunks** by default. + +The Replay Mod of course records every **loaded**, not only the **rendered** chunks. Therefore, chunks behind your back are recorded as well. + +### Why can't I start recording in the middle of a session? +Due to the way the **Replay Mod** works, you need to start recording when joining a **Server** or **World** - otherwise some data which the **Replay Files** need is missing. + +### How does recording affect my FPS? +Usually, recording a Replay does **_not_** affect your framerate, and it also doesn't lead to lag on servers. +We've tested the Mod on a low-end notebook with only **3GB of ram**, and everything worked fine. + +### How big are the files the Replay Mod records? +The file size of the recorded **.mcpr files** greatly depends on the amount of world data the replay contains. +A Replay in which you travelled around and discovered a lot of terrain is significantly larger than a Replay which was recorded in a void world. + +An average Replay File of **10 Minutes duration** usually is between **2MB and 10MB large**. +Replays recorded on **Minigame Servers** with 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