Author Topic: Spectators view  (Read 5896 times)

Jon Man

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Spectators view
« on: January 20, 2009, 12:41:38 am »
How hard would it be to make Tremulous spectators able to see each other with a model of some kind? ( I was think a eyeball) But players on aliens or humans won't see them?

Hendrich

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Re: Spectators view
« Reply #1 on: January 20, 2009, 02:00:22 am »
I can imagine that it'll be fun just floating around with your buddies acting like drunkards, but I guess that spectators are invisible for a reason, probably because the Devs don't want to go into the trouble of coding something like that as how I see it, it looks like something difficult to pull off. But then again, I have no backup, experience or reason to show why so, if it is easy to do the biggest problem would be the spectator model, which shouldn't be an issue, just make a white sphere and a black hole in the middle.

I also believe that no model for a spectator was made because the Devs wanted Tremulous to make sense, if floating eyeballs were going crazy around the field, it'll really put off the serious yet Sci-fi-ish tone for Tremulous into something more comedic. Maybe a floating watch bot, like in Deus Ex:IW or HL2, but problem is it'll take some modeling time into something that isn't really necessary to do.

Btw, I believe this is best put somewhere in Feedback or Mod Ideas, not here. This section of the forums is used to help other members deal with trouble coding, modeling or etc because your giving us something like a suggestion. (Or are you trying to actually do this but asking how to do it properly?) 
« Last Edit: January 20, 2009, 02:03:45 am by Hendrich »

David

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Re: Spectators view
« Reply #2 on: January 20, 2009, 08:15:00 am »
If spectators have an ent that gets sent to the client etc, then not that hard.  If not, then probably quite hard.
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Redsky

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Re: Spectators view
« Reply #3 on: January 20, 2009, 07:12:10 pm »
I just don't know if that will help but i have played once on some server where you could follow not only players but also spectators flying around(not following others)
Visualisation of spectators - a great idea in my opinion...
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David

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Re: Spectators view
« Reply #4 on: January 20, 2009, 07:25:18 pm »
Following specs could be done by accident when deadspec first came around.  And I think when the person you were following quit their team too...
There's a good reason why its blocked, but I can't remember what it is...
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My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Amanieu

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Re: Spectators view
« Reply #5 on: January 21, 2009, 05:56:15 am »
Spectator loops: A specs B and B spec A.

Actually you can spectate spectators when playing back a server-side demo, but only if they are in the demo, not real spectators. This avoids the problem of spectator loops.
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Archangel

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Re: Spectators view
« Reply #6 on: January 21, 2009, 07:03:20 am »
So, what would happen if you created a spectator loop? Dead lockup?

Amanieu

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Re: Spectators view
« Reply #7 on: January 21, 2009, 08:28:17 am »
I think I tried it a long time ago. All it does is lock you in your current position, until you switch to spectating someone else.
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Lakitu7

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Re: Spectators view
« Reply #8 on: January 21, 2009, 09:52:50 am »
Yeah, you just 999 because you're not running a pmove and none is being copied to you.

ACKMAN

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Re: Spectators view
« Reply #9 on: January 23, 2009, 03:40:17 pm »
Specting other specs is a P-G feature, 'g_specAspec'. Paradox made it by error but finally he made a cvar.

And yes, it loops.

doomagent13

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Re: Spectators view
« Reply #10 on: January 24, 2009, 04:20:34 am »
I believe the main reason a cvar got put on it was that a major bug was found.  If a spec was following a spec following a player and the spec following the other spec clicked, a menu would pop up on the player's screen.  This might have been fixed, but maybe not.  I may have the scenario wrong...