[EyeCam] Remote control vehicle prototype preview!

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bagheadspidey
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by bagheadspidey »

Unknown_Assassin wrote:I noticed a couple of bugs:

[1] If the eyecam is continously firing with the railgun, and at the same time you use 'kill monsters' (a binded key), then the next eyecam cannot even summon a railgun. It can only summon a goldplasmaball.

[2] If the eyecam looks up all the way by holding a key, the eyecam will point directly down. It is eactly the opposite angle of when it looks up.

An idea (not necessarily great):

[3] Eyecams are able to open doors and switches. Would that be a bit much?

A suggestion:

[4] I didn't like the fact that when the eyecam gets hit, it points to the opposite direction. Can you make it not act like that?
1 - This is a result of this bug, but I have a hack worked out and you just reminded me to apply it, thanks =)

2 - You must be using gzdoom... zdoom will segfault if you look all the way up or down. I was wondering when someone would notice this, actually. Naturally I'll have to fix this so you can't look quite all the way up or down.

3 - It would be awesome. I just need to figure out how to do it, if it can even be done ;p

4 - Yes I can. In fact I meant to do that already but I guess I forgot...
phi108 wrote:This sort of reminds me of descent, which gave me an idea: Can we get FULL FREELOOKING with GZdoom?! And I mean 360 degree freelooking. Probably not enough demand, though it would be neat to have a descent map for it to navigate.
See #2 above =/
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Unknown_Assassin
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Unknown_Assassin »

I'm glad I could be of help. :D
bagheadspidey wrote:2 - You must be using gzdoom... zdoom will segfault if you look all the way up or down. I was wondering when someone would notice this, actually. Naturally I'll have to fix this so you can't look quite all the way up or down.
The computer I'm using can't handle GZDoom. The version I used was ZDoom SVN revision 657 (I may have to update that very soon). Strange.
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Cutmanmike
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Re: Remote control vehicle prototype preview

Post by Cutmanmike »

bagheadspidey wrote:Very good idea, added. There's a new keybind available to toggle the hud cam. Blatantly ripped off of Cutman's camrocket >=)
You dirty rat! :P

This sounds pretty fun though, i'll try it when I get home.
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MG_Man
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by MG_Man »

DESCENT FTW

This thing is nice, but sometimes when I get hit, I randomly face a direction, and the probe goes a tad too fast. But this is really nice!
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Project Shadowcat
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Project Shadowcat »

bagheadspidey wrote:I'm not quite sure what you mean; I play at 1280x800 so that's pretty much the only screen rez i've tested this thing at. What is the problem exactly, the small screen blocks too much of the normal view? Or the view angle of the small screen is too much? Help me out here ;p
Window's too big. Player can't see.

I like to have it go on Autopilot while I'm also slugging it out. If I'm froggy enough I can take control of BOTH elements at the same time...

Also, on a semi-related note, I think I can use something like this. What are your permissions on the code?
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bagheadspidey
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by bagheadspidey »

Project Dark Fox wrote:Window's too big. Player can't see.
Gotcha. I'll probably make 2 or 3 different window sizes selectable eventually.
Also, on a semi-related note, I think I can use something like this. What are your permissions on the code?
Not sure yet. The code is there for everyone to look at and learn from. Until it's finished, please ask before you use it in your own project - pm me and let me know what you plan to do with it.
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Cutmanmike
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Cutmanmike »

Window too big? I thought it was too small... Maybe you should add a console command (via ACS and KEYCONF) to set the size of it?

Also I thought this was cool but it takes up WAY too many keys! I had a better time using my gamepad as the eyecam and keyboard for myself but there was still not enough room for every function.
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bagheadspidey
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by bagheadspidey »

Made some minor changes, updated download link.

This will probably be most interesting to you ACS monkeys... I'm starting a new library of ACS functions. Right now it just contains one function, which allows you to have any actor (identified by TID) call any ACS script. This is useful when one actor activates a script that needs to call another script, but with another actor as activator. Soon it will have support for cool stuff like faking passing arrays to functions, along with more useful pre-rolled functions. Whenever it is post-worthy, I'll post about it in the projects forum. Hopefully we can build it into a useful community ACS library, and ease some of the pressure on Randy and Graf to implement new features. A lot of ACS-related feature requests are for stuff that can already be done in ACS and encapsulated for later use - that's what this library is all about. The EyeCam is the first wad to use this library.

Anyway, enough boring code talk... I probably won't update this much until some svn updates that will directly affect this go through. For now, enjoy.
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Project Shadowcat
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Project Shadowcat »

Cutmanmike wrote:Window too big? I thought it was too small... Maybe you should add a console command (via ACS and KEYCONF) to set the size of it?
For some reason I bet it has something to do with the fact that I usually played with scaled messages on. No wonder why i couldn't see and he could.
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bagheadspidey
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by bagheadspidey »

Project Dark Fox wrote:For some reason I bet it has something to do with the fact that I usually played with scaled messages on. No wonder why i couldn't see and he could.
What is the console command or cvar used to turn scaled messages on? I checked the wiki but couldn't find it.
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Project Shadowcat »

What I think you could look for which will work for any resolution is if you used the cam textures to scale with a specific resolution, like 320x200. I don't remember how, but I have no doubt it'd be under [wiki]HudMessage[/wiki]. That way, it wouldn't matter whether they're scaling their messages or not and it will still look correct.
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Nerdking13
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Nerdking13 »

Im sorry but....
The site is down!!! :cry:
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bagheadspidey
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by bagheadspidey »

Nerdking13 wrote:Im sorry but....
The site is down!!! :cry:
here's a new download link.

link on first page updated.
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Cutmanmike
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Cutmanmike »

bagheadspidey wrote:
Project Dark Fox wrote:For some reason I bet it has something to do with the fact that I usually played with scaled messages on. No wonder why i couldn't see and he could.
What is the console command or cvar used to turn scaled messages on? I checked the wiki but couldn't find it.
con_scaletext I think
Maahes
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Re: [EyeCam] Remote control vehicle prototype preview!

Post by Maahes »

Wow, sounds great! Um... I know this is an old(er) thread, but would anyone have a working download link or updated thread on this mod?

Thanks!
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