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BUG: shows your cameraview twice if you are the only player #126

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mmavova opened this issue Jul 25, 2016 · 1 comment
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BUG: shows your cameraview twice if you are the only player #126

mmavova opened this issue Jul 25, 2016 · 1 comment
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@mmavova
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mmavova commented Jul 25, 2016

Watch an mvd demo (say, a trick one), where there is only one player.
If you have multiview turned on, then the second camera window shows you again.

If there is only one player, the second window should not appear.
See the screenshot attached.

ezquake008

@meag meag added this to the ezQuake 3.1 milestone Jul 25, 2016
@meag meag self-assigned this Aug 2, 2016
@jite jite added this to Bug backlog in Main development Mar 14, 2017
@meag
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meag commented Oct 18, 2020

Looked into this a while back, and found code to do with powerup cams - but then I remember Ake asking about them before and not being able to get them to work then either.... when fixing this will need to make it an option as then the inset view could be a fixed perspective (not tracking a player)

meag added a commit to meag/ezquake-source that referenced this issue Nov 2, 2020
Seems to have been enabled for 5 days in November 2005
  (QW-Group@b2d02eb#diff-b5d423e622646bcc125a3aa9008f2b591c0cf2c7cc67f5fa11506a93b26da439)
Can't find any other documentation or examples of
  it working

quad_time & pent_time were only set when on first spawn
  of first playthrough of demo
Will tie-in with QW-Group#126 & also
  https://www.quakeworld.nu/forum/topic/6562/108940

Not sure what the benefit of multiple cameras per powerup
  is (unless 4x multiview and showing different angles?)
  as quad & pent were tracked by stat, not by entity
  baseline etc
meag added a commit to meag/ezquake-source that referenced this issue Nov 2, 2020
Seems to have been enabled for 5 days in November 2005
  (QW-Group@b2d02eb#diff-b5d423e622646bcc125a3aa9008f2b591c0cf2c7cc67f5fa11506a93b26da439)
Can't find any other documentation or examples of
  it working

quad_time & pent_time were only set when on first spawn
  of first playthrough of demo
Will tie-in with QW-Group#126 & also
  https://www.quakeworld.nu/forum/topic/6562/108940

Not sure what the benefit of multiple cameras per powerup
  is (unless 4x multiview and showing different angles?)
  as quad & pent were tracked by stat, not by entity
  baseline etc
@meag meag added this to To do in Bugs Nov 13, 2020
@meag meag closed this as completed in 2244c7c Aug 4, 2021
Bugs automation moved this from To do to Done Aug 4, 2021
meag added a commit to meag/ezquake-source that referenced this issue Nov 14, 2021
### Changes from alpha8=>alpha9 (July 13th => November 14th, 2021)

- Fixed/worked around some classic renderer bugs on version x.y.13399 AMD drivers (QW-Group#416)
- Fixed bug causing off-by-one error when drawing rectangle outlines (3.5 bug, reported by Matrix, QW-Group#536)
- Fixed `/in_raw 0` behaviour on MacOS (QW-Group#489)
- Fixed `/r_drawflat 1`, `/r_drawflat_mode 0` affecting ammo boxes etc in classic renderer
- Fixed match logging not working when using competitive rulesets
- Fixed incomplete rendering when gibbed or dead in shallow water (reported by Matrix, QW-Group#568)
- Fixed tab key not switching tabs on serverinfo popup (reported by Hangtime, QW-Group#555)
- Fixed `/demo_jump_mark` not working if `/demo_jump_rewind` not set
- Fixed coping with 1x1 ibar.png (reported by Matrix, QW-Group#571)
- Fixed powerupshells when using `/r_viewmodelsize` (reported by timbergeron, QW-Group#573)
- Fixed crouch adjustment staying disabled after teleport/respawn when `/cl_nopred` enabled (reported by Matrix, QW-Group#572)
- Added `/gl_smoothmodels` back in (modern renderer only), (requested by Repast via [quakeworld.nu](https://www.quakeworld.nu/forum/topic/7508/why-is-the-command-glsmoothmodels-r))
- Added `/demo_jump_skip_messages` to determine if messages should be printed to console during demo jump
- Added `/demo_jump_end` to jump to next intermission point or end of demo (requested by Hangtime, QW-Group#564)
- Added `/sb_info_filter` to allow filtering of servers in server-browser based on serverinfo (requested by Matrix, QW-Group#537)
- On startup (after `autoexec.cfg` executed), a `vid_restart`/`s_restart` will be issued if any latched variables were changed (reported by Dusty, QW-Group#458)
- Multiview will be disabled when watching a solo demo and no powerup cams are active (requested by mmavova, QW-Group#126)
- MacOS: sets SDL flag to stop touch events being translated into mouse events (might help with QW-Group#354)
- `/status` command will be ignored if an alias with the same name is found, use `/sv_status` instead (fixes QW-Group#532)
- qw:// urls in command line will be opened even if not preceded by `+qwurl` (thanks to ciscon)
- Linux: register_qwurl_protocol will register protocol with xdg (thanks to ciscon)
- Added `/v_dlightcolor` to control if being inside flashblend light affects palette by color of light
- Added `/v_dlightcshiftpercent` to control strength of palette shift effect when inside flashblend light
- Changed `/v_dlightcshift` to be enum of when being inside flashblend light affects palette (requested by HangTime, QW-Group#542)
- Added `/vid_framebuffer_multisample` to control multi-sampling level of the framebuffer (reported by Matrix, QW-Group#367)
- Translucent models are first drawn with a z-pass, to stop overdraw affecting level of translucency
- Fixed explosion effects on md3 viewmodels (additive blending was being lost)
- Removed server-side weapon switching 'support' in client
- Removed debugging messages when using `+fire_ar`
- Commands that search by regular expression (`/cvarlist_re` etc) are now case-insensitive (reported by HangTime, QW-Group#599)
- Added `/fs_savegame_home` to control if games are saved to home directory (default) or game directory (reported by githubtefo, QW-Group#586)
- Fixed `/gl_no24bit` not taking effect after `/vid_restart` (reported by hemostx, QW-Group#601)
- Fixed `/gl_no24bit` not disabling loading external textures (3.5 bug, kind of reported by hemostx, QW-Group#601)
- Fixed bug causing `/gl_scaleskytextures` to not affect external textures (reported & fixed by hemostx, QW-Group#606)
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