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Quake in real Thirdperson view

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Quake in real Thirdperson view

Postby Ranger366 » Mon Oct 25, 2010 4:04 pm

Im someone who does not play FirstPersonShooters only, i like many other Gametypes too, but whats really missing in Quake is Thirdperson. Really, the Chase-Cam is just crappy and everyone who played Max Payne knows how real Thirdperson is done.
In Max Payne, the Player rotates like in an FPS with the Camera, the Crosshair is attached to an Traceline and scales automatically so that in the view it sizes 8x8 pixels. In QuakeC you could do an Traceline Crosshair easily, but it haveto be ClientSide only (for MultiPlayer)

So, and the Camera is exactly positioned so that the Players Head doesnt overwrite the crosshair, also the cam is abit more right.
EXAMPLE

i think this would be more fun to play in this style of view.
What's youre opinion?

btw i used Google for getting the example picture fast, i dont know this page and i dont think you should enter, Norton says its Evil.
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Postby goldenboy » Tue Oct 26, 2010 9:46 pm

I think it would be nice to have an optional well-working 3rd person camera that could be triggered by events in a level (and return to 1st person view afterwards).

For mods, a 3rd person camera might be something really nice.
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Postby ceriux » Wed Oct 27, 2010 12:05 pm

the events you mentioned are possible ... just have to code them with qc
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Postby goldenboy » Wed Oct 27, 2010 3:22 pm

Quake has no well-working thirdperson camera though. Except maybe darkplaces, but I always go for broader engine support if possible.
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Postby frag.machine » Wed Oct 27, 2010 3:58 pm

goldenboy wrote:Quake has no well-working thirdperson camera though. Except maybe darkplaces, but I always go for broader engine support if possible.


<shameless pimp>
Have you checked this ?
</shameless pimp>
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby r00k » Thu Oct 28, 2010 2:41 am

You can easily code a working third-person camera in QuakeC.
The only glitch in multiplayer with this is the latency.
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Postby goldenboy » Thu Oct 28, 2010 2:46 am

Hmm OK, that looks good frag_machine.

We'll see what the future holds...
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Postby avirox » Thu Oct 28, 2010 12:33 pm

I've made a CSQC third-person camera, but it's for a top-down diablo style game. Really CSQC is the way to go here, as you have more or less complete control of the camera
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Postby Ranger366 » Thu Oct 28, 2010 5:01 pm

Well, in GLQuake when you look up/down the player moves with it, a limitation for this is needed.
And i thought of stocking this to an Engine, this is the best way.
Im not making a mod or planning it, its just an idea and its meant to be an Engine Modification. BTW this traceline crosshair must be client-sided. else the partner will see your crosshair.
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Postby leileilol » Fri Oct 29, 2010 12:10 am

To make the thirdperson suck less, you'll have to apply a low-pass filter to the camera to lose that 'strict' feeling.

Improving the camera is easier than you guys think. I could probably spend a night making chase_active not suck.
i should not be here
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