You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!
Post subject: [NERE'S CAM MOD] MenuVersion1.0 (Alpha Version RELEASED)
Posted: Sat Jul 28, 2012 7:06 pm
Joined: Sat Sep 17, 2011 3:14 am Posts: 1112
Download: LOOK BELOW. There is an update.
*The readme below is updated! Don't read the old one in the .rar*
Install: Make a folder "Cammod" in gamedata. (!!!!!!!!! or some things might not work) Put the CammodMenuVersion13.pk3 in it. Start JK2 and load mods "cam"
*You can bind on every key except esc, mouseclick, q and the wasd crouch and space key, I guess*
Most important CMDS:
Commands: cam_lookat 0-31 clients (you need to search the player X by that) Note: You can combine spectator and cam_lookat mouse click = spectate other people wasd space crouch = free flying cam_sabertrail (default 40: this doesn't seem to work in this cam version) cam_shownames (show names through wall?) q = menu
More infos: ***Menu*** Demo (load camerapath/rails and fast-forward min sec e.g. 2333 20) Setup (...)
These follow commands you can set in q menu/setup or manually: cam_freeview (?) cam_mousespeed cam_speed cam_smooth cam_corpsedismember cam_dismember cam_rain cam_sun cam_collision (collision is on, there is no switch atm)
Menu points - not working in this version: add item timeline entitylist
Rail System In Words: ---------------- Click on the arrow to add a "start:" time and on the startorigin/angle's arrow to get the angle 2323 323 20 X <- here you can manually add rotation angle The "End:" and "Endorigin:" field must be empty. Click add. (Your first cam point was set)
Now do the same but click on the arrow of "End: and "Endorigin/angle:" Click add. (Your second cam point was set)
Too add the third cam points and more, delete the numbers in "start:" and "startorigin:" and use from now on only "End:" and "Endorigin/angle:" - the other fields must be empty
***Note: The campath might disappear after the 10th cam point. I think you can continue however but your campath will be not visible anymore.***
Now write in console: savecamerapath 123test Disco. Start the demo again and loadcamerapath 123test (or write that name in menu/demo) cam_drawpath 0 (should be off now) The cam will automatically start driving at the right time. ------------------
*****TRICKS for manually editing the Rails:****
Some more "pro": You can edit the camerapath manually and setting rotations or add campaths. The rails are in the "gamedata/cam/cammod" folder.
Bugs: -don't fast-forward with rain (can crash) - rain can cause a crash seldomly - sometimes if you use wasd for free flying, it crashes in the moment you go out of the player. Just give it a next attempt but at another moment
Bug in Cam Rail System: - if you don't set cam_lookat, the camera might turn wildely uncontrolled around while driving the campath. I can just say.. its about trial and error here and getting a good scene :X - the cam can crash when you set a cam point. This really sucks because you have to do the whole Campath again. Maybe it's because of a limit. I don't know yet. It crashed for me when setting a 10th cam point or so. (however there is "savecampath" cmd and you can manually add cam points with editor, a bit tricky tho) - you can't set rotation at all ingame because there is a limit of numbers sometimes, you've to do it manually outgame O_o...
Camera cmds: cg_thirdpersonrange helps alot! cg_drawcrosshair
Cool effect: Timescale in the right moment like for a second while a kill happends: bind xx timescale 0.3 bind xx timescale 1
Or put it on one bind - I didn't test this bind - so nsfw
bind x "vstr timescale" set timescale "vstr timescale1" set timescale1 "set timescale 0.3; set timescale vstr timescale_2" set timescale_2 "timescale 1; set timescale vstr timescale1"
*NOTE* Crosshair disappears when going out of the player. You got to activate it manually again, here a bind for it:
bind KP_PLUS "vstr cameraswitch1nc" set cameraswitch1nc "vstr cameraswitch_011nc" set cameraswitch_011nc "cg_drawCrosshair 0; set cameraswitch1nc vstr cameraswitch_021nc" set cameraswitch_021nc "cg_drawCrosshair 1; set cameraswitch1nc vstr cameraswitch_011nc"
tl;dr activate the mod. use the combinaton: spectator and cam_lookat or free flying for nice camera shots. (rail system is not quite handy yet, I'd avoid using it at this point except you got the best kill ever then or want to make a revolutionary render in the style of a CSS movie - then it might be worth to get a rail shot :X) gl
Post subject: Re: [NERE'S CAM MOD] MenuVersion1.0 (Alpha Version RELEASED)
Posted: Mon Jul 30, 2012 3:29 am
Joined: Sat Sep 17, 2011 3:14 am Posts: 1112
Lol .. Mhhhhhhh I know that bug. It was caused when I used a default jk2mpconfig but I didn't bother and used my VIP original one again lul. Seems like there is something missing which I changed in my jk2mpconfig. But I thought Neres was working too... so blubb..
So I gotta give u my graphic configuration or so. (Don't expect any kaisor uber pimp stuff. There is no enhancement in this at all I guess lol.) I hope you dont have a problem with the window resolution now or your gotta change it manually if you may have a smaller screen. It is now:
set r_mode -1 set r_customheight 900 set r_customwidth 1440
And as always make a backup of your jk2mpconfig (actually you just have to replace the jk2mpconfig in the gamedata/cam/ mod folder)
*Note* However, you'll have to change the fast-forward time by 10-20 seconds before the kill. Because the Cammod will fast-forward exactly on that kill. And as always: make short demos, stop them after the awesome frag(s) scene, it's better atm.
fixes to come: dismemberment will be automatically disabled and enabled when fast-forward is on or you have to disable it manually (not sure whether this works, look in menu for that) Why? In fast-forward sometimes not the full body is respawning lulz.
Users browsing this forum: No registered users and 0 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum