Hud camera screen?

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Hud camera screen?

Postby Sphagne » Sun May 23, 2004 7:07 am

Hey, can we have an ACS command to show a box on the screen that shows the level from a point of view other than the current player, something like a hud camera screen?
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Postby Hirogen2 » Sun May 23, 2004 7:10 am

You mean something like setcamera() (is it called that name?) with a bigger aspect ratio to make it look cinematic?
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for the wishlist

Postby LogicDeLuxe » Sun May 23, 2004 9:46 am

I guess, he meant a split screen view, so the camera view doesn't take the entire screen.
It's actually a good idea. Also I could imagine special patches, which could be used for textures quite useful. With those, you would turn a regular linedefs into monitor screens, which show the view of regular cameras. Just like security monitor screens in real life.
This shouldn't be too hard to implement. Basically it just needs the camera view rendered to a patch rather than directly on screen. If you use this patch with SetFont in your script, you could use it for a HUD-camera as well. Also there has to be a way to specify the size such a patch should have.

Put this to the wishlist!
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Postby The Ultimate DooMer » Sun May 23, 2004 9:52 am

You can already do monitor screens - use a skybox.
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Postby Nmn » Sun May 23, 2004 10:01 am

I presume he meant a small box in a corner of the screen that shows another part of the map from a camera, like this.
I think this would be a really cool idea, You could activate sec cameras from the cpu You got in Your armor, or more! Place a security cam somewhere so You can watch out for any enemies any time. Nice.
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Postby LogicDeLuxe » Sun May 23, 2004 12:02 pm

The Ultimate DooMer wrote:You can already do monitor screens - use a skybox.
It doesn't exactly look like a real monitor screen, more like a window, ie. if you turn left, you see what's on the left. You couldn't do this on a monitor screen, of course. I know this effect from Daedalus, sure, it's better than nothing, but far from perfect. Check out those monitors in Duke3D (without using them)! See the difference? They are somewhat lowres, but once we could scale a texture, this issue could be fixed as well. Maybe a decal could show the camera view, as well.
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Postby Xaser » Sun May 23, 2004 1:01 pm

LogicDeLuxe wrote:Maybe a decal could show the camera view, as well.


Heh. That would be cool. You could make it so that all the bullet chips show sort of a "camera view" from the player's point of view, so you could do the endless irror effect. Heh. That would be insane. :P
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Postby HotWax » Mon May 24, 2004 4:29 am

A more practical use would be to make it look like you're punching holes in the wall...

The challenge here is to take what Doom normally writes to the frame-buffer and store it in a dynamically-updated graphic for drawing to a texture or the screen. While it might be a bit of work, I think the gain would be worth it.

The optimal way to code it would be to allow the map designer and/or player to specify how often and at what resolution the image is updated, thus controlling the amount of cpu time the effect is going to eat up.
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Postby Sphagne » Tue May 25, 2004 7:05 am

Nmn is right, I meant what he said, and also camera decals are good ideas as well.

hud cameras would be more effective if they were treated as other hud messages and shown by the priority index as the others, so we could place the camera screen over a frame picture and write over it as well.
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Postby Nmn » Tue May 25, 2004 10:08 am

Thanks Sphagne. Someone finally didn't ignore me.
And I do think that's a great idea. I think that it's currently impossible-a on-screen still shot from a security camera somewhere (or an animated picture) is the only solution I think
Oh, I forgot to thank Kaiser for his funderful DSV5- shots.
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Postby Grubber » Thu May 27, 2004 1:22 am

I've tried to program it (not so) long time ago and it worked! But then I deleted it. I think I can do it again, because it's very simple. Maybe I will upload it soon.
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Postby Nmn » Thu May 27, 2004 5:51 am

Grubber wrote:I've tried to program it (not so) long time ago and it worked! But then I deleted it. I think I can do it again, because it's very simple. Maybe I will upload it soon.

Really? How skilled are You in programming? Could You hack something new into the current Zdoom?
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Postby Grubber » Thu May 27, 2004 11:44 pm

Nmn wrote:Really? How skilled are You in programming? Could You hack something new into the current Zdoom?


Yes, I can hack new things to ZDoom (e.g my avatar - rideable demon - almost completed). I've already made some mods of ZDoom - I can post them in June :-).
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Postby Nmn » Fri May 28, 2004 11:48 am

Grubber wrote:Yes, I can hack new things to ZDoom (e.g my avatar - rideable demon - almost completed). I've already made some mods of ZDoom - I can post them in June :-).

Hmm. Is it possible to hack these? :
-weapon recoil (for all weapons)
-crouching and leaning (from behind a corner)
-hud automap
-reloadable weapons
-blasting off limbs of enemies
-Changeable Player's Sprite (via ACS)
Oh, can't wait for the mods
EDIT: I could ask Randy for this, however,
1.Randy is already busy with 2.0.64
2.These are things that would make Doom less Doomish, yet, they would be useful for "us".
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Postby Bio Hazard » Fri May 28, 2004 6:24 pm

Nmn wrote:-weapon recoil (for all weapons)
.64
Nmn wrote:-crouching and leaning (from behind a corner)
I SO WANT THIS
Nmn wrote:-hud automap
no comment
Nmn wrote:-reloadable weapons
.64
Nmn wrote:-blasting off limbs of enemies
fancy dehacking can achieve this
Nmn wrote:-Changeable Player's Sprite (via ACS)
didnt that get added for .64?[/quote]
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