Title : DocWilco's DeathMatch Camera Filename : dmcam10.zip Version : 1.1 Date : 11 Sep 1996 Author : Rogier R. Mulhuijzen Email : drwilco@xs4all.nl IRC : DocWilco (#Quake) Type of Mod ----------- Quake C : yes Sound : no MDL : no BSP : no (It uses viewpoints defined by the designer as intermission viewpoints) Source Included : yes * What's new to 1.1 - Source is now included. All the changed bits are marked with a start and end comment. dmcam.qc is a new file. - Selection algorithm is changed. It now checks whether a player isn't hidden by a wall. And the amount of players in view has top priority, average distance comes later. - When no players are in view, the view is switched every 3 seconds. * Introduction I was organising a Quake-competition for a Cybernight when I got the idea of using QuakeC to turn one client into a automated camera. That way I could hook up a computer to a LCD-projector so other people could have a TV view of what's going on. * Installation Put the progs.dat in a sub-dir of the server's quake-directory (dmcam for example). * How to use the patch Start up the server with -game . If you called the dir "dmcam" you would type: quake -game dmcam A dedicated server for 16 players on map e1m1 would be: quake -game dmcam -dedicated 16 +map e1m1 Next, change the name of the client you want to use as the camera into "CamClient". When that client connects it is automaticaly turned into the camera. * How it works Built into the quake levels are intermission camera points. These are used for the backdrop when the end-of-level-scores are displayed. When a client called "CamClient" connects, it is turned into a camera that checks which intermission viewpoint has the most players in view. Because it cannot detect whether a player is hidden by a wall, it looks at the average dist- ance to all the players that are in view. The view with the most players and the shortest average distance is then selected. When no players are in any of the views, the view is changed every 3 seconds. So by keeping out of view you can check out all the camera positions in a level. * Designing levels for use with DMCam Just put some intermission viewpoints (classname = "info_intermission) on cool places. I haven't played with level editors/designers yet, but you might need the following info: /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' */ * Known bugs - "CamClient" shows up in the frags list. - Levels without any intermission viewpoints get the first entry point as viewpoint and just stay there. I consider this a bug in the level, not in my patch actually =) * Copyright and Distribution Permissions Authors MAY use these modifications as a basis for other publically available work, after all, I did. You may distribute this Quake modification in any free electronic format as long as this description file remains intact and unmodified and is retained along with all of the files in the archive. You may not publish or distribute this Quake modification in a non-free form without the permission of the author.