Page 1 of 1

Creepcam Chasecam

Posted: Mon Oct 13, 2014 1:23 am
by Cobalt
I posted this over on Quakeone.com the other day, but I will just repaste it here in case anyone is interested:

============================================================================================================================


Ssome of you hardcore guys probably recall Creepcam from as far back as 1998? It was made by a member of the Dimebox clan (Jeff Preshing) and it was the fist unique chasecam that did not just follow a player x units above his head. Turns out it aims in perspective with regards to the current nearby enemy your chased player is combating, or in teamplay, the teammate.

Example of it being used inthe old Frogbot CTF mod:
http://www.youtube.com/watch?v=2O4c_XYf4MM


2 years ago I was able to contact Jeff Preshing, and he had src files for the first clean version made, which he emailed me for study. I had plans to post the src somewhere with instructions on what to extract to port it into any mod via an install.txt , and recently with BIG help from Primallove, it was finally done. The src plus an install.txt that describes how to get it into any mod supplied here:


https://github.com/teknoskillz/Creepcam ... nstall.txt

Me and Primallove also worked for days testing the cam trying to find ways to improve it, and made some progress. We came up with a "monster cam" mode for coop and a respawn timer option when you die so that you chase cam another live player if available or the last monster that killed you. Kind of adds some fun to the coop experience. Still more tests to do with the new features, but if anyone is interested in the code let me know and will post it.

Thanks again to Primallove for the help - I had been wanting to do this for over 2 years, and he figured it out in < 1 day. :shock:
=================================================================================================================================

If anyone is interested in adding stuff to improve the cam or add some features, post here. I thought this cam even though pretty old was the best cam out there, at least thatI have seen, so it was a project of mine to get the code for it so it can go into anyones mod.

Re: Creepcam Chasecam

Posted: Mon Oct 13, 2014 7:58 pm
by ceriux
could it be converted to csqc? wouldnt it be much smoother through csqc?

Re: Creepcam Chasecam

Posted: Tue Oct 14, 2014 3:30 am
by mankrip
Really impressive, thanks.

Re: Creepcam Chasecam

Posted: Tue Oct 14, 2014 2:54 pm
by drm_wayne
ahh cool, this cam rocks :D Thanks for sharing 8)

Re: Creepcam Chasecam

Posted: Tue Oct 14, 2014 4:01 pm
by Cobalt
Interesting question, Im not skilled enough to answer it though.....but since you asked, you might have to make a ssqc version now, you know?

Also of note, the Qc sets the sys_ticrate to 0.2

Tests we did so far seem to show this is a good setting via MP over the internet , but if you are only local you can probably go alot faster.

Turns out in our "monster cam" tests some monsters that were cammed are kind of jittery with a ticrate of <0.2, notably
the scragg which is movetype_fly.

Glad you guys appreciate the effort.....its definately a unique cam.

ceriux wrote:could it be converted to csqc? wouldnt it be much smoother through csqc?

Re: Creepcam Chasecam

Posted: Tue Oct 21, 2014 6:49 pm
by Cobalt
UPDATE:

We now have a repo for the new version with the respawn timer and monstercam, Creepcam2 (Creepiercam) :

https://github.com/teknoskillz/Creepcam2

Its Darkplaces only and most the new code is marked with a "CC_2" prefix. There is also the Ogre lobbing grenades improvement and apparently the original 1.01 src used here was edited by Gnouc and GB. There is a new "killstring" assignment for all the monsters , making it easier for the obit, but it had to be fixed as it was not working detecting monster kills.

We currently have a bug / camera defect for viewing BIG monsters such as cthon. Any help there appreciated.

We also noticed for coop, when we are a camera there is an issue keeping items between levels, and it was due to SetSpawnParms () remembering parm9 was set to mark us as a camera, so when we died and respawned, we became a camera again. Resolved that issue , but now when you are re-aquired on respawn as a camera target you loose your starting items. (sigh).