chasecam like "Survival Horror Maker"?

Discuss programming in the QuakeC language.
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

chasecam like "Survival Horror Maker"?

Post by drm_wayne »

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..
Spirit
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Re: chasecam like "Survival Horror Maker"?

Post by Spirit »

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

The source code is included, what is the problem?
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drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: chasecam like "Survival Horror Maker"?

Post by drm_wayne »

Nope, sourcecode is NOT included....
No QC file, no enginesource...
Already contacted him...
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: chasecam like "Survival Horror Maker"?

Post by Nahuel »

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.
Max_Salivan
Posts: 96
Joined: Thu Dec 15, 2011 1:00 pm

Re: chasecam like "Survival Horror Maker"?

Post by Max_Salivan »

Sorry for my english :)
Nahuel
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Location: mar del plata

Re: chasecam like "Survival Horror Maker"?

Post by Nahuel »

Max_Salivan wrote:what about this?)
http://rennyc.slipgateconstruct.com/envenom_dev.rar
try saving and after loading a game :|
hi, I am nahuel, I love quake and qc.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: chasecam like "Survival Horror Maker"?

Post by ceriux »

Max_Salivan wrote:what about this?)
http://rennyc.slipgateconstruct.com/envenom_dev.rar
that mod was awesome =)
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: chasecam like "Survival Horror Maker"?

Post by drm_wayne »

thanks, that "envenom" cam looks nice, almost that what i wanted ;)
Nauhels cam never worked for me 100%..
ceriux
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Location: Indiana, USA

Re: chasecam like "Survival Horror Maker"?

Post by ceriux »

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 ?
drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: chasecam like "Survival Horror Maker"?

Post by drm_wayne »

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)...
Spirit
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Re: chasecam like "Survival Horror Maker"?

Post by Spirit »

http://quote-egnufeb-quote-greaterthan- ... e/gtaq.php has a camera mode like that. Source is included.
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drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: chasecam like "Survival Horror Maker"?

Post by drm_wayne »

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.
taniwha
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Re: chasecam like "Survival Horror Maker"?

Post by taniwha »

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 :)
Leave others their otherness.
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drm_wayne
Posts: 232
Joined: Sat Feb 11, 2012 5:47 pm

Re: chasecam like "Survival Horror Maker"?

Post by drm_wayne »

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:
Seven
Posts: 301
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Location: Germany

Re: chasecam like "Survival Horror Maker"?

Post by Seven »

Hello drm_wayne,

I once faced a similar issue. If you are interested, please read this thread:
http://forums.inside3d.com/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,
Seven.
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