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InsideQC Forums • View topic - Quake in real Thirdperson view

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.


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

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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

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

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Postby Ranger366 » Thu Oct 28, 2010 5:01 pm

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Postby leileilol » Fri Oct 29, 2010 12:10 am

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