Hello Dutch,
Thank you for your post.
Seeing that you are really interested and kneedeep in QuakeC modding, I can only encourage you to visit the inside3d forum.
You will find a lot more people like yourself there. You will find the old guru�s as well as young dedicated talented people which are a source of wisdom when it comes to QC.
(as well as other parts of Quake modding too)
I usualy like the comparism of qc modding with "flying a plane".
You can read a hundred books about how to fly a plane and knowing all the buttons and switches in a cokpit; but to become a good pilot and to develop new twists / tricks you need others to learn from and share experiences.
Nobody (except Spike) knows everything...
Read other mods sources is essential.
You are someone who likes to make his own hands dirty and does not want a pre-defined qc-code-answer. So you will fit exactly into inside3d, as you have to do the main work by yourself, but you will find a helping hand and guide everytime you are in need.
But back to your question:
I am an extension addict, so yes the clip shows DP_VIEWZOOM in action.
There are basicaly 3 ways of doing a zoom view feature. Unfortunately 2 of them need extensions: csqc and DP_VIEWZOOM.
The 3rd (engine independent) one is used in the mods that Nahuel suggested: Tacktical Quake and navy seals: stuffcmd 'fov'
The 3rd way is an evil hack and people would ban me if I suggested it
Because you should never change the players game settings with your mod.
But it is your only way to change the view.
The smc sometimes also uses stuffcmd for some features, and fortunately there is a way to make this evil hack a little bit less evil
:
Make use of a seperate cvar (as you know there are several free ones in vanilla Quake), which must be explained in the readme of your mod.
You will use and modify this custom cvar for your feature instead of 'fov' and will set back the cvar�s defaults when starting and ending the Quake engine as well as changing a map !
So, basically what you do is telling the player to set his prefered fov in the custom cvar.
And even if you quit the Quake engine while you are in zoom view, it will be reset like mentioned above in the start and end function of qc.
You can call it (check it) every frame, so even whe you lose a data pack, nothing evil happens.
Please look into the source of smc to see details.
It even works when loading/saving which was a long time an issue for me.
The fact that mods are stored and played in a seperate folder (besides id1) with their own configs, makes this feature even more doable / less evil.
So I would say:
Yes, you can do it in vanilla Quake (even without changing the players settings).
Best of luck,
Seven
EDITED:
Please also read this thread to read more about this topic.
Thank you for your post.
Seeing that you are really interested and kneedeep in QuakeC modding, I can only encourage you to visit the inside3d forum.
You will find a lot more people like yourself there. You will find the old guru�s as well as young dedicated talented people which are a source of wisdom when it comes to QC.

(as well as other parts of Quake modding too)
I usualy like the comparism of qc modding with "flying a plane".

You can read a hundred books about how to fly a plane and knowing all the buttons and switches in a cokpit; but to become a good pilot and to develop new twists / tricks you need others to learn from and share experiences.
Nobody (except Spike) knows everything...
Read other mods sources is essential.
You are someone who likes to make his own hands dirty and does not want a pre-defined qc-code-answer. So you will fit exactly into inside3d, as you have to do the main work by yourself, but you will find a helping hand and guide everytime you are in need.
But back to your question:
I am an extension addict, so yes the clip shows DP_VIEWZOOM in action.
There are basicaly 3 ways of doing a zoom view feature. Unfortunately 2 of them need extensions: csqc and DP_VIEWZOOM.
The 3rd (engine independent) one is used in the mods that Nahuel suggested: Tacktical Quake and navy seals: stuffcmd 'fov'
The 3rd way is an evil hack and people would ban me if I suggested it

Because you should never change the players game settings with your mod.
But it is your only way to change the view.
The smc sometimes also uses stuffcmd for some features, and fortunately there is a way to make this evil hack a little bit less evil

Make use of a seperate cvar (as you know there are several free ones in vanilla Quake), which must be explained in the readme of your mod.
You will use and modify this custom cvar for your feature instead of 'fov' and will set back the cvar�s defaults when starting and ending the Quake engine as well as changing a map !
So, basically what you do is telling the player to set his prefered fov in the custom cvar.
And even if you quit the Quake engine while you are in zoom view, it will be reset like mentioned above in the start and end function of qc.
You can call it (check it) every frame, so even whe you lose a data pack, nothing evil happens.
Please look into the source of smc to see details.
It even works when loading/saving which was a long time an issue for me.
The fact that mods are stored and played in a seperate folder (besides id1) with their own configs, makes this feature even more doable / less evil.
So I would say:
Yes, you can do it in vanilla Quake (even without changing the players settings).
Best of luck,
Seven
EDITED:
Please also read this thread to read more about this topic.
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