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Add media Report RSS engine internal chasecam bug
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numbersix Author
numbersix - - 2,244 comments

Link to quakeone.com: Quakeone.com

Sequence seen here:

start video on e1m7 with player morphed to lava-bomb
chase_active is 1
chase_back is 48
chase_up is 24
self.view_ofs is '0 0 4'

enter lava
[ALT-FIRE] to mini-cthon form
code sets self.view_ofs to '0 0 22'
archon/cfg/morph/m-cthon.cfg sets chase_active to "0"

after a couple seconds the view catches up to the new model position
(maybe this follows cthon rising from lava, I'm not entirely sure)

fire a couple of test shots

chase_active set to 1
view is now below model instead of chase_up and chase_back positions

chase_active set to 0
view doesnt change position to previous location prior to chasecam activate

chase_active set to 1

[ALT-FIRE] to lava-bomb morph

we can see the cthon model fall into the lava as the frames are run by code
self.view_ofs is back to '0 0 4'

view is the same with lavabomb model now visible - but cam is not position where
it was a start of video

chase_active set to 0
chase_active set to 1

view position does not change

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numbersix Author
numbersix - - 2,244 comments

For every other morph form, and the normal player.mdl chase_active operates as expected:

chase_active "1" - you see 3pv and view the player model from chase_up and chase_back position of model

chase_active "0" - you see 1pv and player model is not visible, view is from model center + self.view_ofs

Reply Good karma+1 vote
numbersix Author
numbersix - - 2,244 comments

The final research note:

When I remove the HUD csqc - the view port bug goes away.

Reply Good karma+1 vote
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