Actually just two:
1. Is it possible to create a network-friendly fake chasecam effect that does not jitter?
2. What are the odds of inclusion of a stable chasecam-like function for ACS or Decorate?
In case you wonder, yes, I was going to make a suggestion around this but decided against.
Late addition: The reason I went against suggesting said feature is because I have no hopes that it would be looked into, even though the integration of an ACS/Decorate-controlled ChaseCam or similar function would greatly benefit those seeking to make mods where a third person camera is essential, as well as for the good of Zandronum, where another group of modders could benefit from said function as ConsoleCommand is getting scrapped for good.
Camera questions
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: Camera questions
Aside from using the actual chasecam? No. I'll try and simplify the issue the best I can:tsukiyomaru0 wrote:1. Is it possible to create a network-friendly fake chasecam effect that does not jitter?
ZDoom's movement prediction works by processing the consoleplayer's tics (i.e you) that haven't been processed yet (netcmds that are ahead of the actual game tic). It does this entirely within the display code by:
- Saving the current player object.
- Unlinking the player from the world and flagging them as a predicted player
- "Thinking" the player/player cmds for every unprocessed netcmd that they have
- Render the world (based off the player camera)
- Resetting the old player object back
Edit: While I noticed you mentioned Zandronum, you are posting in the ZDoom forums and I don't see anything in your post as to what port you are specifically inquiring about, so I can only assume that you are asking about ZDoom.