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IDProjectCategoryView StatusDate SubmittedLast Update
0001688Zandronum[All Projects] Suggestionpublic2014-01-29 18:112018-03-26 14:29
ReporterTerminusEst13 
Assigned To 
PrioritylowSeverityfeatureReproducibilityN/A
StatusacknowledgedResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.2 
Target VersionFixed in Version 
Summary0001688: EnableChasecam and DisableChasecam ACS functions.
DescriptionHello.

The chasecam is a neat tool in various ways; I'm currently using it for a sort of third-person perspective for a Metroid morph ball. However, the way it's enabled is unbelievably hacky as can be--a ConsoleCommand("chase"); script. Well, shit.

All other third-person camera systems I've tried have been insufficient for the purpose--the third-person camera system on the ZDoom wiki not only lags horribly but gets caught on architecture, and a GetPlayerInput-based system doesn't take into account non-player-inputted movement.
Even now, enabling and disabling the Chasecam is a toggle, so there's a chance that the player will end up in third-person non-morph-ball if they exit the level while morphed.

This isn't exactly a feature that's desperately needed or else the world of Doom modding will collapse, but I think this is one of the few legitimate uses of ConsoleCommand that currently doesn't have any reasonable or viable alternatives. When ConsoleCommand is phased out, this will kind of be left high and dry--so, well, I'd like to request a few ACS funcs to Enable/Disable/Toggle the chasecam.
Steps To Reproducedicks
Additional InformationI dunno what else to say, so I've attached a picture of the ConsoleCommand("chase"); in action. Behold the Morph Trapezoid.
Attached Filespng file icon Screenshot_Doom_20140129_125453.png [^] (234,097 bytes) 2014-01-29 18:11

- Relationships
has duplicate 0003408closed ACS function to turn Built-in Chasecam On / Off 
child of 0001070assignedDusk Phasing out the dangerous ConsoleCommand for various additional/improved ACS commands 

-  Notes
User avatar (0008148)
Ijon Tichy (reporter)
2014-01-30 00:30

Having two functions for essentially the exact same job is... kind of bad. Instead...

GetPlayerChasecam(int pln)
- pln: player number, where -1 means activator.

Returns how far the specified player's chasecam is from the player itself. 0 means off.

SetPlayerChasecam(int pln, float distance)
- pln: player number, where -1 means activator.
- distance: How far, in map units, the camera should be able to go from the player. Negative values should be considered 0.

Sets how far the chasecam can go for the specified player. A distance of 0 means "turn off".
User avatar (0008168)
Leonard (developer)
2014-02-05 12:45

But why should negative values be unusable ?
We could use it to make the chasecam face the player from in front of him.
And what about the height of the camera ? It would be nice to have that customizable too.
User avatar (0009938)
Dusk (developer)
2014-07-12 10:43

Perhaps this could be tacked onto Get/SetPlayerProperty?
User avatar (0009939)
ZzZombo (reporter)
2014-07-12 11:46

No, SetPlayerProperty is a really weird shit. It doesn't really deal w/ player properties, it's moreover a deprecated function to give player a cheat.
User avatar (0009953)
StrikerMan780 (reporter)
2014-07-12 19:28

I have an ACS Script that does chasecam client-side, and also obeys the user's chase distance and chase height parameters. It may be of help.
User avatar (0015139)
StrikerMan780 (reporter)
2016-06-27 02:20
edited on: 2016-06-27 02:21

Bumping this, as in 3.0, the chasecam I created in ACS is no longer interpolated, thus looking extremely jittery in uncapped FPS. (Seems SetActorPosition is no longer interpolated.)

This wasn't an issue in 1.3, unsure of 2.0... but, being able to use the native chasecam would be better than anything else.

User avatar (0019160)
Korshun (reporter)
2018-03-26 14:29

> Bumping this, as in 3.0, the chasecam I created in ACS is no longer interpolated, thus looking extremely jittery in uncapped FPS. (Seems SetActorPosition is no longer interpolated.)

This is just GZDoom breaking backwards compatibility. SetActorPosition is not interpolated anymore. You must use Warp to gain interpolation back.

Issue Community Support
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Supporters: TerminusEst13 Leonard Toxicity mifu StrikerMan780 fr-blood Unknown
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2014-01-29 18:11 TerminusEst13 New Issue
2014-01-29 18:11 TerminusEst13 File Added: Screenshot_Doom_20140129_125453.png
2014-01-29 20:19 Dusk Relationship added related to 0001070
2014-01-30 00:30 Ijon Tichy Note Added: 0008148
2014-02-05 12:45 Leonard Note Added: 0008168
2014-06-15 15:18 Watermelon Status new => confirmed
2014-07-12 09:48 Torr Samaho Product Version 2.0-beta => 1.2
2014-07-12 10:43 Dusk Note Added: 0009938
2014-07-12 10:46 Dusk Status confirmed => acknowledged
2014-07-12 11:46 ZzZombo Note Added: 0009939
2014-07-12 19:28 StrikerMan780 Note Added: 0009953
2016-06-27 02:20 StrikerMan780 Note Added: 0015139
2016-06-27 02:21 StrikerMan780 Note Edited: 0015139 View Revisions
2018-03-23 12:13 Leonard Relationship added has duplicate 0003408
2018-03-23 12:14 Leonard Relationship replaced child of 0001070
2018-03-26 14:29 Korshun Note Added: 0019160






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