[r1358] Chasecam isn't centered on the player in multiplayer
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[r1358] Chasecam isn't centered on the player in multiplayer
The chasecam doesn't seem to follow the player correctly in multiplayer games. It's somewhat difficult to explain, but basically it is laggy and doesn't keep the player centered in the view like it does in single player. This is most evident while strafing, which causes the chasecam to get visibly off-centered.
Re: [r1358] Chasecam isn't centered on the player in multiplayer
There is no bug here. Its a side effect of predicted player moment. The camera is predicted, not the actual player object, which also causes the same anomaly in mirrors. The only reason why this works in first person is that you can never see your self normally.
Re: [r1358] Chasecam isn't centered on the player in multiplayer
Well, no. They player is predicted, since that's where the camera comes from. Then the chasecam's position is found by simply tracing back a short distance from there. I'm not sure why they would be out of sync.edward850 wrote:The camera is predicted, not the actual player object
Re: [r1358] Chasecam isn't centered on the player in multiplayer
Oh, so the play actor is predicted, not just their camera? With the third person camera acting the way it does, you can't blame me for such a misinterpretation now can you
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- Zhs2
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Re: [r1358] Chasecam isn't centered on the player in multiplayer
Wait, it's a multiplayer only camera behavior? =(
I actually liked the wavey camera movements in 2.2.0, and while the stable camera has its uses, the movement patterned-one actually has a personality... ^_^
I actually liked the wavey camera movements in 2.2.0, and while the stable camera has its uses, the movement patterned-one actually has a personality... ^_^
Re: [r1358] Chasecam isn't centered on the player in multiplayer
Wait, randy may have said the player actor is predicted, but that doesn't explain why mirrors have the same issue.
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Re: [r1358] Chasecam isn't centered on the player in multiplayer
I just noticed this. The behavior seems to only happen if the game is a netgame, or originally was (started with two players, and one player leaves).
Just starting a normal netgame with chasecam allowed will show this behavior:
Even if one player leaves, the chasecam will still be a bit lagged for the remaining player.
Just starting a normal netgame with chasecam allowed will show this behavior:
Code: Select all
./zdoom -iwad doom2.wad -host 2 -netmode 1 +dmflags2 2097152 +name host
Code: Select all
./zdoom -iwad doom2.wad -join localhost -netmode 1 +name client