Sounds like a nice Horror wad thing. You have to run the probe through some ventilation ducts without waking up monsters, or something.jimmy91 wrote:Very cool. Gives me a load of ideas for puzzles...
What would be even sweeter is if you could toggle a hud element to appear, say, in the bottom-right corner, to show a small camera screen from the point of view of the eyebot. Similar to Cutman's camrocket mod.
[EyeCam] Remote control vehicle prototype preview!
- Captain Ventris
- Posts: 4609
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: Remote control vehicle prototype preview
- bagheadspidey
- Posts: 1490
- Joined: Sat Oct 20, 2007 10:31 pm
- Contact:
Re: Remote control vehicle prototype preview
Very good idea, added. There's a new keybind available to toggle the hud cam. Blatantly ripped off of Cutman's camrocket >=)jimmy91 wrote:What would be even sweeter is if you could toggle a hud element to appear, say, in the bottom-right corner, to show a small camera screen from the point of view of the eyebot. Similar to Cutman's camrocket mod.
- Macil
- Posts: 2529
- Joined: Mon Mar 22, 2004 7:00 pm
- Preferred Pronouns: He/Him
- Location: California, USA. Previously known as "Agent ME".
- Contact:
Re: Remote control vehicle prototype preview
Awesome - and I found some perfect and intuitive controls for it - use the keypad number keys for it.
Use 8,4,5,6 for movement (like WASD).
2 for brake.
7 - look up.
1 - look down.
9 - move up.
3 - look down.
0 - fire.
/ - Manual override
* - Autopilot
- - Toggle Hud
+ - Toggle Camera
. - Spawn robot
Use 8,4,5,6 for movement (like WASD).
2 for brake.
7 - look up.
1 - look down.
9 - move up.
3 - look down.
0 - fire.
/ - Manual override
* - Autopilot
- - Toggle Hud
+ - Toggle Camera
. - Spawn robot
Re: Remote control vehicle prototype preview
Darn my laptop doesn't have a numpad 
Re: Remote control vehicle prototype preview
You could always buy a seperate USB numpad if necessary.BoldEnglishman wrote:Darn my laptop doesn't have a numpad :(
- bagheadspidey
- Posts: 1490
- Joined: Sat Oct 20, 2007 10:31 pm
- Contact:
Re: Remote control vehicle prototype preview
Yeah, I wrote this thing on my laptop so you have my half [censored word] default binds ;p
Ok, new feature added: you can tell the probe to return to you. After it comes back to you it will go back into whatever mode it was in before (auto or manual).
Download
Ok, new feature added: you can tell the probe to return to you. After it comes back to you it will go back into whatever mode it was in before (auto or manual).
Download
- Macil
- Posts: 2529
- Joined: Mon Mar 22, 2004 7:00 pm
- Preferred Pronouns: He/Him
- Location: California, USA. Previously known as "Agent ME".
- Contact:
Re: [EyeCam] Remote control vehicle prototype preview!
Oh something I noticed with it (haven't checked the new version to see if it has this same problem) is that it constantly will go upwards do to the ThingThrustZ(0,Random(0,1),0,1) command in some of its states. Which causes it to go into the ceiling a lot, and fail horribly at getting into rooms that have lower ceilings. Is that necessary? I think it'd work better without that.
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Re: [EyeCam] Remote control vehicle prototype preview!
Finally get to play this! This is pretty awesome. The fact that I binded most of my keys gives me a headache with this one.
The leftover keys I used, which was pretty uncomfortable, but what the hell, who cares.
Most of the things I like <imagine I inserted
for all the pros):
-I can keep summon them infinitely.
-I can play with them even if you are dead.
-I can observe your death.
-First player view
-Little Camera, in case I don't want first player view
-I can attack.
-I can observe the eyecam fighting a monster without using the controls. (auto pilot)
Few of the things that were somewhat annoying, but I can live with:
-The control of it (like many people said)
-When I fire at a wall, I get hurt.
-Once I hit pitch up or down, I automatically go to ceiling or the floor (forced to press brakes).
-There is no strafing.
Most of the things I like <imagine I inserted
-I can keep summon them infinitely.
-I can play with them even if you are dead.
-I can observe your death.
-First player view
-Little Camera, in case I don't want first player view
-I can attack.
-I can observe the eyecam fighting a monster without using the controls. (auto pilot)
Few of the things that were somewhat annoying, but I can live with:
-The control of it (like many people said)
-When I fire at a wall, I get hurt.
-Once I hit pitch up or down, I automatically go to ceiling or the floor (forced to press brakes).
-There is no strafing.
- bagheadspidey
- Posts: 1490
- Joined: Sat Oct 20, 2007 10:31 pm
- Contact:
Re: [EyeCam] Remote control vehicle prototype preview!
Yeah, this is already fixed in the new version. It worked well in the noth maps (where I started testing it) but not so well in stock doom maps.Agent ME wrote:Oh something I noticed with it (haven't checked the new version to see if it has this same problem) is that it constantly will go upwards
1 - yeah, it takes some getting used to. There are a few problems that can probably be fixed, and some that can't.Unknown_Assassin wrote:-The control of it (like many people said)
-When I fire at a wall, I get hurt.
-Once I hit pitch up or down, I automatically go to ceiling or the floor (forced to press brakes).
-There is no strafing.
2 - this bothers me too. I have all the flags set so this shouldn't happen, but it does anyway. I'll try to get help for this in the editing forum, but it may be the result of a bug.
3 - you mean move up or down, pitching is tilting your view. Yeah, this is the same inertia problem where friction isn't applied to (floating/nogravity?) objects... but actually I just thought of a way to fix this, at least for up and down movement =)
4 - no, but you can thrust in a direction and turn 90 degrees to sort of simulate the effect. I probably won't add strafing unless enough people really care.
Thanks for your comments, guys!
By the way, I've been having a lot of fun testing this in the doom 1 episode 1 maps. I'm trying to find a way to let it pass through lines that block players and monsters but let projectiles and hitscans pass through...
edit - up and down movement inertia problem fixed, download updated
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: [EyeCam] Remote control vehicle prototype preview!
Any chance of making the camera a lot smaller? I.e., a small little inlet that is off to the side so that the Player knows what he's doing? I played this on 1280x800 and no matter what camera mode it was in it was just too big for me to see anything at all. 
An awesome concept and idea, by the way. I could see this thing being useful in other uses.
An awesome concept and idea, by the way. I could see this thing being useful in other uses.
Re: [EyeCam] Remote control vehicle prototype preview!
Would it be possible to make this into a coop mod? Like, the first player summons an EyeCam and another player takes control of it? Or is that too ambitious? Either way, you could certainly make an interesting map with these.
Re: [EyeCam] Remote control vehicle prototype preview!
If you've played ET:QW by any chance, you'll know about the Strogg Seeker Drones. Basically, is it possible to make another one of these that, at the press of a button, detonates?
- bagheadspidey
- Posts: 1490
- Joined: Sat Oct 20, 2007 10:31 pm
- Contact:
Re: [EyeCam] Remote control vehicle prototype preview!
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 ;pProject Dark Fox wrote:Any chance of making the camera a lot smaller? I.e., a small little inlet that is off to the side so that the Player knows what he's doing? I played this on 1280x800 and no matter what camera mode it was in it was just too big for me to see anything at all.
Possibly, but I don't have anybody to test multiplayer with (unless someone wants to volunteer)... maybe I can get Jimmy91 to help me come up with some good single-player puzzle levels though, if he's interested...Snarboo wrote:Would it be possible to make this into a coop mod? Like, the first player summons an EyeCam and another player takes control of it? Or is that too ambitious? Either way, you could certainly make an interesting map with these.
I haven't, but I have certainly thought about giving these things the ability to self destruct. The original version I was working on even had a "Kamikaze" state. I'll think about putting this back in.BoldEnglishman wrote:If you've played ET:QW by any chance, you'll know about the Strogg Seeker Drones. Basically, is it possible to make another one of these that, at the press of a button, detonates?
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Re: [EyeCam] Remote control vehicle prototype preview!
I noticed a couple of bugs:
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.
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):
Eyecams are able to open doors and switches. Would that be a bit much?
A suggestion:
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?
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.
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):
Eyecams are able to open doors and switches. Would that be a bit much?
A suggestion:
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?
Re: [EyeCam] Remote control vehicle prototype preview!
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.