[quake3] feature: advanced demo navigation

Jorge Pena jorgepblank at gmail.com
Wed Mar 7 18:15:43 EST 2007


Wow that's pretty cool, it'd be great if you could make some type of patch
to the engine, although I appreciate your explanation either way. This is
pretty nice!

On 3/7/07, Neil Toronto <ntoronto at cs.byu.edu> wrote:
>
> These are called "Multi-View Demos" and (IIRC) OSP mod was the first to
> do them. (CPMA and Ultra Freeze Tag (mine) did it, along with probably a
> few more.) It consists of three parts:
>
> 1) Send *every* entity to the player taking the MVD, not just those in
> the PVS (potentially visible set)
> 2) Mark the demo as an MVD by setting a configstring
> 3) Enable the cgame keycatcher when playing demos back if playing an
> MVD, interpret keystrokes
>
> This can be as easily done in a mod as in the engine. If the engine did
> it, it would do basically the same thing. One good argument for doing it
> in a mod is that the mod can better control who is allowed to make an
> MVD. Recording an MVD is a great way to maximize the effectiveness of a
> wall hack.
>
> Neil
>
> Jorge Pena wrote:
> > Sweet. I don't know if this is possible, or realistic, but what Monk
> > said about being able to view a demo and move the camera around in the
> > world (Is this what you meant?) would be extremely crazy ( As in,
> > cool). Or is this already possible? Heh. I mean like, instead of
> > having to stage the cameras at record time, make it so that the camera
> > could be moved around in view-time, this way I think it'd make for
> > some really neat videos and it'd be really useful. Imagine moving the
> > camera around to see if someone's around the corner, etc., instead of
> > just being stuck to the recorder's perspective. Again, I don't know if
> > this is possible or realistic ( Or already implemented, haha), just
> > thought it'd be cool.
>
>
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