Okay first off, a few questions: 1. What is the file extension name for the replay files that are produced when you hit Alt + R to record your game play? .rpl? .rpy? .rply? 2. Where in my computer are these files stored, so that I can pick through my computer and mess around with them myself? ---- Sorry but I wanted to move this original text from a few hours ago, out of my earlier v20 thread, so it would get it's own thread, where it would garner more attention, more people would see it, and maybe I can get my question answered. It never fails. I hit the Alt + R sequence to do an in game recording, and the very next day is when they do a major update! Well I was going to try to use this in a screen video recorder-- but so much for that now! ::SMH:: (It didn't look like a "Denver Broncos Pace Car" with razor spikes yesterday, but... what am I going to do... right?) Does anybody know, is there a way to save your Alt + R video replays indefinitely, even through major updates? What does everyone else do? Do they simply make sure that they've recorded their replay recordings onto a screen recorder (which converts them to .avi, .mp4, .wmv, etc), and then an editor, before the next major update? There are version updates every 3 to 4 months. That's just not enough time for me to get my act together. I like to relax and take my time. Sometimes I like to wait 5 to 10 years before recording, editing, and uploading my gaming replay data files. It would be nice if my replays could sit in the queue as long as I'd like before screen recording them, and I could still have access to them. But is that not possible because of limitations in the game? I still have .rpl replay files dating back to v0.16, that I was planning on using in future videos. Now what am I supposed to do with them?
When you record a replay, the data that is recorded is heavily dependent on the vehicle itself. Think about this: The replay is a stream of information, where every bit correspond to a specific part of the vehicle and so on. If the vehicle gets any change, the data in the replay becomes out of sync and does not correspond anymore to what the vehicle was. Trying to playback a replay after the vehicle got visual changes will more likely result in a replay that won't be playing correctly. Currently no way to avoid that.
Okay, good point that you make regarding changes, the only thing is, nothing on the mod vehicle "1969 Plymouth Fury" got any changes in those 24 hours. Or could it be because it was "replay recorded" in East Coast, USA; and ECU had a change as a result of the v0.20 update? I wonder this: Had I chosen a default car on a default map-- where neither had received any changes in the update from v0.19 to v0.20-- then would I have been able to play it back without it spiking?
It's really rare for a vehicle to not recieve any changes, even when nothing is in the changelog there are still some tiny improvements, plus the physics engine also gets updated and it affects the behavior of the cars. So I think that is not possible.
Okay thank you. So I guess the moral of the story, is to video record replay files sooner than later, to avoid the updates rendering useless.
Any change to content (maps, vehicles, code, sounds) has the potential to make old replays no longer work correctly. As we're in Early Access, we tend to ship a lot of modifications on each update, which means replays are extremely likely to stop working. You could make a backup of the whole game at the original version you recorded replays with, together with a backup of your user folder too (so you get the exact same mods enabled, etc).
Hi, well thank you for getting back to me, and yes, that is an excellent idea I had not considered before. I always thought that if you try to load in a prior version of the game, that Steam will grab it and immediately try to update it to the current version. Therefore, trying to bring back older v's was something I never even bothered with.