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chasecam like "Survival Horror Maker"?

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chasecam like "Survival Horror Maker"?

Postby drm_wayne » Tue Jun 19, 2012 9:37 pm

Hi,

I just found this Darkplaces mod, and now i want to know how he did the casecam (not the one in the startmap,
just load the breakout map and type chase_active 1)..

It looks like you can zoom around the player like in the Grand Theft Auto/Saints Row games, and it seems to be made in QC..
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Re: chasecam like "Survival Horror Maker"?

Postby Spirit » Wed Jun 20, 2012 7:04 am

http://chrisjpage.com/?page_id=75

The source code is included, what is the problem?
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Re: chasecam like "Survival Horror Maker"?

Postby drm_wayne » Wed Jun 20, 2012 12:43 pm

Nope, sourcecode is NOT included....
No QC file, no enginesource...
Already contacted him...
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Re: chasecam like "Survival Horror Maker"?

Postby Nahuel » Wed Jun 20, 2012 5:24 pm

I made a system cameras for darkplaces using csqc, you can check it http://forums.inside3d.com/viewtopic.php?f=2&t=4339
hi, I am nahuel, I love quake and qc.
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Re: chasecam like "Survival Horror Maker"?

Postby Max_Salivan » Wed Jun 20, 2012 5:46 pm

Sorry for my english :)
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Re: chasecam like "Survival Horror Maker"?

Postby Nahuel » Wed Jun 20, 2012 6:13 pm

Max_Salivan wrote:what about this?)
http://rennyc.slipgateconstruct.com/envenom_dev.rar

try saving and after loading a game :|
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Re: chasecam like "Survival Horror Maker"?

Postby ceriux » Wed Jun 20, 2012 6:35 pm

Max_Salivan wrote:what about this?)
http://rennyc.slipgateconstruct.com/envenom_dev.rar


that mod was awesome =)
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Re: chasecam like "Survival Horror Maker"?

Postby drm_wayne » Thu Jun 21, 2012 9:53 pm

thanks, that "envenom" cam looks nice, almost that what i wanted ;)
Nauhels cam never worked for me 100%..
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Re: chasecam like "Survival Horror Maker"?

Postby ceriux » Thu Jun 21, 2012 10:07 pm

couldnt you do a cam like that by making an "observer" then have a dummy move as the player and as it hits certain triggers the cams position changed and view to point towards the dummy? maybe kinda like teleport the "player/clam" and set his view ?
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Re: chasecam like "Survival Horror Maker"?

Postby drm_wayne » Thu Jun 21, 2012 10:38 pm

i want mainly a "chasecam" like in the grand theft auto games, means:

you can rotate the camera around the player (the players mdl doesnt rotate when you move the camera)
you can walk left and right and the player WILL actualy walk left and right (in quake the players mdl is just "stepping left/right but he still looks forward and this looks weird)

and i will only use the "resident evil" cameras in some areas like rooms and stuff, but you will play most of the game as third person game.

and survival horror maker looks fantastic as a third person game (and the external scripts for weapons/monsters are also amazing)...
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Re: chasecam like "Survival Horror Maker"?

Postby Spirit » Fri Jun 22, 2012 6:50 am

http://quote-egnufeb-quote-greaterthan- ... e/gtaq.php has a camera mode like that. Source is included.
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Re: chasecam like "Survival Horror Maker"?

Postby drm_wayne » Sun Jun 24, 2012 8:37 pm

thanks, nice mod, but not exactly what i wanted...
I just want a useable third person camera without "iceskating" effect and
where you can move the camera around the player.

Sadly the author of "Survival Horror Maker" wont give me his source :(

EDIT: That envenom stuff looks awesome and useable for me so far, but the bug with saving and reloading the game needs to be fixed,
but it is a nice start.
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Re: chasecam like "Survival Horror Maker"?

Postby taniwha » Sun Jun 24, 2012 10:52 pm

It sounds like what you want is a camera where:
  • it always points at the player (obviously)
  • the position of the camera is "locked" to a certain position relative to the player's position (moving in to avoid clipping with the world)
  • the camera does not rotate around the player as the player rotates
  • the camera can be rotated around the player via controls

If that's correct, then it's actually fairly easy:
  • give the camera a frame of reference (FoR) that is centered on the player, but aligned with the world
  • the position of the camera in the camera's FoR is controlled using polar coordinates (radius and angle[s] (quaternion might be better)) where the angles are controlled by the player via the controls and the radius auto-adjusts to avoid clipping with the world. Maybe allow the player to adjust the radius, too.
  • the orientation of the camera is controlled by code that causes the camera to always point at the origin of the camera's FoR*. Camera roll can be locked to either the world's axis or the players, or even controllable if you want the player to get seasick :).

* The camera tracks the camera FoR origin instead of the player to allow offsetting the camera's track-point relative to the player.

I hope that helps :)
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Re: chasecam like "Survival Horror Maker"?

Postby drm_wayne » Mon Jun 25, 2012 1:15 pm

thx, but i think i will use the camera stuff from the envenom game ;)
But i just found another bug:

compiling the progs.dat with fteqcc will mess up the v_weapons, but not with frikqcc and the player will not walk up the stairs anymore... lol...
Anybody knows how i can fix the stairs thing? its getting annoying, with the original progs.dat i can walk up stairs... :twisted: :twisted: :twisted:
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Re: chasecam like "Survival Horror Maker"?

Postby Seven » Tue Jun 26, 2012 11:32 am

Hello drm_wayne,

I once faced a similar issue. If you are interested, please read this thread:
viewtopic.php?f=2&t=4260

I always used Spike´s fteqcc. At that point (half year ago) I had some doubts about it.
But Spike opened my eyes and showed/explained me why these kind of issues exist.
It is all about unclean QC code.

In the end, Spike was of course right and we could find the "bug" in the code.
And from this day on, I never slept without "fteqcc.exe" anymore :)
Spike´s compiler is great.

Good luck,
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