Author Topic: Geosynchronous (orbiting) Camera  (Read 21009 times)

Demolution

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Geosynchronous (orbiting) Camera
« on: July 21, 2008, 08:35:47 pm »
Would it be hard to make this work, so that when someone spectates a player, the camera is centered on the player but can be moved around in an orbit? Maybe as a mod?

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Lava Croft

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Re: Geosynchronous (orbiting) Camera
« Reply #1 on: July 21, 2008, 08:40:43 pm »
Even with my non-existent coding knowledge, I say it's a minor task to include a 3rd-person spectator camera that allows you to freely rotate the camera around the subject you are spectating.
Quake2Gloom allowed you to choose 1 of 4 directions for the 3rd-person spectator camera by tapping one of the arrow keys. This was a very, very neat feature.

Now just for some smart person to code it!
« Last Edit: July 21, 2008, 08:43:00 pm by Lava Croft »

Odin

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Re: Geosynchronous (orbiting) Camera
« Reply #2 on: July 21, 2008, 09:48:58 pm »
Lava, you forgot to search.

Demolution

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Re: Geosynchronous (orbiting) Camera
« Reply #3 on: July 21, 2008, 09:58:10 pm »
Nice contradictions Lava.  :)
I did try to search first, however I used different keywords...
I'm curious if the general community would want this implemented though.

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UniqPhoeniX

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Re: Geosynchronous (orbiting) Camera
« Reply #4 on: July 21, 2008, 10:08:44 pm »
* UsaKilleR WANTS

Odin

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Re: Geosynchronous (orbiting) Camera
« Reply #5 on: July 21, 2008, 10:13:48 pm »
In all seriousness, it would probably be a simple allowance of spectators to use cg_thirdperson 1.

Bomb

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Re: Geosynchronous (orbiting) Camera
« Reply #6 on: July 21, 2008, 10:15:28 pm »
* Bomb WANTS

Out of curiosity, is the cg_thirdPerson protection client- or server-side?

Demolution

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Re: Geosynchronous (orbiting) Camera
« Reply #7 on: July 21, 2008, 10:17:56 pm »
In all seriousness, it would probably be a simple allowance of spectators to use cg_thirdperson 1.
Yes, but also be able to move around the model of the person you are spectating, in an orbit. That would require some coding, no?

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David

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Re: Geosynchronous (orbiting) Camera
« Reply #8 on: July 21, 2008, 10:19:57 pm »
To make it use the mouse, yes, but it can otherwise all be done with current cvars and some creative binding.
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UniqPhoeniX

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Re: Geosynchronous (orbiting) Camera
« Reply #9 on: July 21, 2008, 10:58:53 pm »
3rdperson camera in 1.1.0 == FAIL
try looking up/down with angle 180

Odin

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Re: Geosynchronous (orbiting) Camera
« Reply #10 on: July 21, 2008, 11:24:45 pm »
That's because it focuses on the torso.

Lava Croft

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Re: Geosynchronous (orbiting) Camera
« Reply #11 on: July 21, 2008, 11:46:53 pm »
Lava, you forgot to search.
He merely asked how hard it would be to code...
While Gloom had a neat 3rd-person spectator camera, it would not be a worse game without it.
I used it while playing back demos, using it while actually spectating a live game did not work so well, since there is a lot of wallhugging in games like Gloom and Tremulous, which makes any kind of comfortable 3rd-person spectating next to impossible.
Unless you do it like y'olde Quake and just let the spectator camera clip through the map...  ::)

Zero

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Re: Geosynchronous (orbiting) Camera
« Reply #12 on: July 22, 2008, 03:36:19 am »
Is Counter-strike a open-source in any way? If not, ask someone who knows coding and/or created a game with that feature or just research it and see what you find that is useful.

googles

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Re: Geosynchronous (orbiting) Camera
« Reply #13 on: July 22, 2008, 04:00:01 am »
That is made by valve, so its closed source, also! this can only be done with a client mod, including the allowing of cg_thirdperson, the client allows that ONLY if sv_cheats is on

Zero

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Re: Geosynchronous (orbiting) Camera
« Reply #14 on: July 22, 2008, 04:08:58 am »
why cant they mod cg_thirdperson to be used without sv_cheats on..... That as simple as it gets....

Odin

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Re: Geosynchronous (orbiting) Camera
« Reply #15 on: July 22, 2008, 06:04:34 am »
why cant they mod cg_thirdperson to be used without sv_cheats on..... That as simple as it gets....
Because then it would be (allegedly) cheating. It's not cheating for spectators though so it should be allowed for spectators, presumably in a separate cvar such as cg_thirdPersonSpectator.

Lava Croft

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Re: Geosynchronous (orbiting) Camera
« Reply #16 on: July 22, 2008, 11:00:32 am »
A 3rd-person camera is not alleged cheating, it is cheating. It allows you to look around corners without exposing yourself.

David

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Re: Geosynchronous (orbiting) Camera
« Reply #17 on: July 22, 2008, 02:13:11 pm »
It also allows you to see the dretch running up behind you.
It also prevents you from aiming.

IMO its probably OK for (non-deadspec) spectators, but it needs a fair bit of work to be useful.
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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.

Lava Croft

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Re: Geosynchronous (orbiting) Camera
« Reply #18 on: July 22, 2008, 02:29:48 pm »
The Dretch coming from behind thing is also 'cheating', although is far less useful than peeking around corners.

On the subject of a useable 3rd-person camera, did you people already forget the horror that was unleashed upon us gamers once 3d platform games became popular after the release of Mario64? Remember how just about each and every one of those games sported a horrible, uncontrollable and generally annoying 3rd-person camera? It's a rather tough job to code a good, useable 3rd-person camera. The only ones I know running on id Software code is what Raven came up with for Heretic2 and what Ritual did with their Quake3-based UberTools (FAKK2, Alice).

David

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Re: Geosynchronous (orbiting) Camera
« Reply #19 on: July 22, 2008, 03:44:13 pm »
We wouldn't be trying to make it playable, just good for spec / making videos etc.
Its probably not worth the hassle unless someone's already done it and we can steal it.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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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.

Lava Croft

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Re: Geosynchronous (orbiting) Camera
« Reply #20 on: July 22, 2008, 04:33:33 pm »
A good 3rd-person spectator camera is almost the same as good 3d-person 'playing' camera, since you face the same troubles with making the view stay consistent and not-annoying. Just moving the camera backwards does not work at all, as is showcased by Quake3's broken cg_thirdperson.

Bissig

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Re: Geosynchronous (orbiting) Camera
« Reply #21 on: July 22, 2008, 09:54:03 pm »
The most horrid camera I've ever encountered was some Jedi Knight game where in the demo you where on a space shipyard, sneaking trough some sort of tunnels or "sewers" and the fucking camera in that already hauntingly dark place jumped out of the narrow tunnel and you fought blindly against some of the watch droids. It was absurd.

Demolution

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Re: Geosynchronous (orbiting) Camera
« Reply #22 on: July 23, 2008, 03:23:41 am »
You were watching a demo when that happened? Or you were playing the game?

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Kaleo

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Re: Geosynchronous (orbiting) Camera
« Reply #23 on: July 23, 2008, 09:06:38 am »
It can't be that hard to implement. UrT managed it...
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Bissig

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Re: Geosynchronous (orbiting) Camera
« Reply #24 on: July 23, 2008, 09:36:06 pm »
You were watching a demo when that happened? Or you were playing the game?

I was playing the demo (levels) that the publisher offered.

Demolution

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Re: Geosynchronous (orbiting) Camera
« Reply #25 on: July 23, 2008, 11:44:09 pm »
It can't be that hard to implement. UrT managed it...
Code stealing time? :P

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TinMan

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Re: Geosynchronous (orbiting) Camera
« Reply #26 on: July 24, 2008, 12:04:05 am »
It can't be that hard to implement. UrT managed it...
Code stealing time? :P
For a different engine, one that isn't even Open Source? I don't think so. Even if it's not in the engine, UnrealScripts aren't exactly port-able to trem. Might as well code it from scratch.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
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Demolution

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Re: Geosynchronous (orbiting) Camera
« Reply #27 on: July 24, 2008, 02:08:55 am »
It can't be that hard to implement. UrT managed it...
Code stealing time? :P
For a different engine, one that isn't even Open Source? I don't think so. Even if it's not in the engine, UnrealScripts aren't exactly port-able to trem. Might as well code it from scratch.
I doubt anyone will have time to code this. It was a nice idea to consider though.

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
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Odin

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Re: Geosynchronous (orbiting) Camera
« Reply #28 on: July 24, 2008, 08:58:18 am »
It can't be that hard to implement. UrT managed it...
Code stealing time? :P
For a different engine, one that isn't even Open Source? I don't think so. Even if it's not in the engine, UnrealScripts aren't exactly port-able to trem. Might as well code it from scratch.
UrT

TinMan

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Re: Geosynchronous (orbiting) Camera
« Reply #29 on: July 24, 2008, 10:25:42 am »
Since when is UrT Urban Terror and not Unreal Tournament? xD

Urban Terror is still proprietary mod data though, so the code literally would have to be "stolen" if it was their code.
« Last Edit: July 24, 2008, 10:27:19 am by TinMan »
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg