Chase Cam++ - Enhanced Third Person Camera

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Boondorl
Posts: 190
Joined: Wed Jul 11, 2018 10:57 pm

Chase Cam++ - Enhanced Third Person Camera

Post by Boondorl »

Ever wish the chase cam were a little more free? Look no further as Chase Cam++ has arrived. Now you can finally see that sick skin you've been showing off to your friends while playing.
Includes full player rotation:

with the player reacting to your actions:


Also includes basic support for screen blending! No more guessing if you took damage or picked up an item. Works with any GZDoom game you can throw at it, and even has multiplayer support.

You can grab the latest release here.
Or check out the source code over on Github.
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Enjay
 
 
Posts: 27321
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Chase Cam++ - Enhanced Third Person Camera

Post by Enjay »

That's very nice. It's really quite intuitive to use and more flexible than the built-in one.

With developer mode on, GZDoom warns about a few truncations of fp values:

Code: Select all

Script warning, "ChaseCam++.zip:zscript.zs" line 70:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 70:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 98:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 107:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 113:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 142:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 143:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 144:
Truncation of floating point value
Script warning, "ChaseCam++.zip:zscript.zs" line 145:
Truncation of floating point value
Boondorl
Posts: 190
Joined: Wed Jul 11, 2018 10:57 pm

Re: Chase Cam++ - Enhanced Third Person Camera

Post by Boondorl »

Admittedly I usually leave the standard mode on so I only catch the particularly egregious cases GZDoom warns about. All of those are related to implicit casting that occurs when calculating screen blending alpha (the nature of it means converting between 0..255 and 0..1 is really common). They're intentional so I didn't bother to explicitly cast them, though it could be trivially added.
yum13241
Posts: 875
Joined: Mon May 10, 2021 8:08 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): EndeavorOS (basically Arch)
Graphics Processor: Intel with Vulkan/Metal Support

Re: Chase Cam++ - Enhanced Third Person Camera

Post by yum13241 »

This also won't show you fullbrightness if you activate chase cam while this mod is loaded, and if you have fullbright goggles.
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Critzhater76
Posts: 19
Joined: Sun Jul 31, 2022 4:49 pm

Re: Chase Cam++ - Enhanced Third Person Camera

Post by Critzhater76 »

It's all good and all but there is one thing that lack..

- It needs swaying
- You forgor the Y offset. Because centered third person is blind.
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mickromash
Posts: 9
Joined: Tue Jun 21, 2022 3:48 pm
Graphics Processor: nVidia with Vulkan support

Re: Chase Cam++ - Enhanced Third Person Camera

Post by mickromash »

Critzhater76 wrote: Thu Feb 01, 2024 8:03 am It's all good and all but there is one thing that lack..

- It needs swaying
- You forgor the Y offset. Because centered third person is blind.
https://drive.google.com/file/d/1puXR2j ... sp=sharing
Aiming and player movement might be not perfect but that's the best I could do.
Precise crosshair mod recommended
Vellrath
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Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Chase Cam++ - Enhanced Third Person Camera

Post by Vellrath »

mickromash wrote:
> [quote=Critzhater76 post_id=1249755 time=1706796185 user_id=36634]
> It's all good and all but there is one thing that lack..
>
> - It needs swaying
> - You forgor the Y offset. Because centered third person is blind.
> [/quote]
>
>
> https://drive.google.com/file/d/1puXR2j ... sp=sharing
> Aiming and player movement might be not perfect but that's the best I could
> do.
> Precise crosshair mod recommended

This is really awesome, and something I was hoping that was available. Thank you and Boondorl for working on this. The more fleshed-out version you created, mickromash, is really cool! It is working well with ZDL and the latest version of GZDoom, running Diamond Dragon, Auger;Zenith, and a small handfull of small gameplay mods.

A couple of things I noticed (from a n00b, ignorant amateur modder perspective):

1) When the smoothness slider is pushed to far, the camera seems to start at the proper position then begin floating upward (y-axis) or sometimes downward until it hits the ceiling or floor, and gets stuck until reload. Not sure what the threshold is, and have not tested beyond the aforementioned setup, so maybe this is all on my end. It is easily rectified by not pushing to far. I have mine set at 0.3.

2) I was really hoping to use this mod on the game "Hedon" running off of an altered version of GZdoom. Unfortunately this updated version "Third-Person-Camera-Side" will cause a crash due on startup:

Script error, "Third-Person-Camera-Side.pk3:zscript.zs" line 386:
Unknown function PitchTo
[a slew of yellow warnings that I can post and link to if requested]
1 errors while parsing DECORATE scripts

I wouldn't know where to start in remedying this, or if it's even possible with Hedon. That said, the original version of this mod, "ChaseCam++" DOES work with Hedon. So I'm using gratefully using that, as it's still a major improvement to the default chasecam.

Not sure about the time, testing, or interest required to get a universally compatible version of the enhanced "Third-Person-Camera-Side" up and running, but I'd be happy to help out. I believe it would be a smash hit on Moddb, and a great gift to the community. It would be excellent to somehow integrate default or custom crosshairs as an overlay. While I don't code, I do have a rudimentary understanding of modding in general. What I can offer however design, animation, and video expertise. So I could create any necessary sprite work or UI elements, animated, if need be, delivered in pertinent file formats. I could also help with a potential Moddb page, banners, graphics, screenshots, and video examples (specifically of the mod working across multiple games based in GZdoom).

Here is similar mod, but I believe you are forced to play as the provided character sprite. https://www.youtube.com/watch?v=nJ0iC1LLsDs

Please let me know if there is any interest here, or if I can help in any way.
ShootGuys
Posts: 6
Joined: Wed Apr 30, 2025 11:50 am
Operating System Version (Optional): Android 11

Re: Chase Cam++ - Enhanced Third Person Camera

Post by ShootGuys »

Is there a way to modify the code so the player attacks in the direction the player sprite is facing, at least with melee weapons like the fist? The player attacks always forward. Be kind of cool if the player could attack in the direction the sprite is facing.
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Cataflexia
Posts: 57
Joined: Mon Oct 01, 2012 8:45 pm

Re: Chase Cam++ - Enhanced Third Person Camera

Post by Cataflexia »

mickromash wrote: Fri Dec 13, 2024 1:23 pm https://drive.google.com/file/d/1puXR2j ... sp=sharing
Aiming and player movement might be not perfect but that's the best I could do.
Precise crosshair mod recommended
men, many thanks, yesterday probe it and is awesome.
@Vellrath is right with the first point:
1- smoothness make Y axis have an erratic behavior when you raise too much the slider to the right.

@from me my suggestions:
1- i've tested with precisse crosshair, and work great
2- no crash for me, at least with gzdoom 4.14
3- is possible to add another slide for Y pivot? I mean, not Y height, I want to adjust the grades °, because always the perspective are set to 28° i think?, making always we need to compensate the the aiming looking to up
i mean...

values used
https://i.postimg.cc/ZnRhmnCx/1-1.png
result without aim compensation
https://i.postimg.cc/xjRCSNFM/Screensho ... 2630-2.png
result with aim compensation
https://i.postimg.cc/j2Zd6BJZ/Screensho ... 2645-2.png

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