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Improve third-person mode usability #300

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Calinou
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@Calinou Calinou commented Nov 1, 2024

  • Don't clamp and divide pitch angle. This was vanilla Quake 3 behavior that other games rarely ever replicate.
  • Draw crosshair while in third person mode.

This makes third-person mode much closer to games like Xonotic in terms of implementation.

If we want to improve usability further (so you have more chances to actually see what you're aiming at when aiming straight ahead), we can also increase the vertical offset which is defined here:

view[2] += 8;

and here:

view[2] += 8;

I use a value of 16 in Xonotic and it works quite well, although games like Serious Sam are closer to something between 24 and 32.

cc @simse15

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wop_better_3rd_person.mp4

- Don't clamp and divide pitch angle. This was vanilla Quake 3 behavior
  that other games rarely ever replicate.
- Draw crosshair while in third person mode.
@mgerhardy
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mgerhardy commented Nov 4, 2024

Thanks a lot for the merge request - unfortunately it doesn't work for me. I don't see a crosshair in 3rd person mode. And it's also kind of incomplete. The crosshair names should be shown, too - and we should also distinguish between death and normal game play. Because seeing the crosshair while being dead is not what we want here.

See e.g. CG_DrawCrosshairNames

@simse15
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simse15 commented Nov 5, 2024

sorry for the late reply but this looks promising i will try it out asap. thx again for showing i always wanted top play more in 3d person.

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3D Crosshair for 3rd-Person mode
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