why do you call it a kill cam?! 😡😡😡😡😡😡😡 ru-vid.comUgkxlC5dZYt5FwylquOuMmTcWBAhd1897g4a also because "kill" is a lot easier to say repetitively than "freeze". though i personally usually refer to it as the freeze cam since it's the most "technically" correct one. also also i haven't done one of these kinds of videos for a while it feels. a video where i just explore and try break a mechanic, rather than explain how a particular bug works. lmk if you have any feedback :)
I really wanted to know how the "voice isolation" of the freeze cam works. When you get killed, every sound is silent, except the domination line / whatever the killer is saying currently like shooting when ubered. Sometimes this effect is also broken and no sound is silenced. Another thing I wanna know about is the lipsyncing triggers on player models, like pain expressions when close to death or characters smiling when firing weapons. I find it hilarious how Heavy can smile even firing a single minigun bullet.
@@TheMikirog voice isolation probably works by playing just the line on your client when you died after every other sound is muted, as in the server tells you which voiceclip is playing for both dominator and dominated and the game just plays it. Although i could be wrong as this is just an assumption, but idk, seems the most reasonable way to do that
Freezecam was coded with professional bug-free attitude to make sure your killer is perfectly captured as he's impaled to a wall by a enemy huntsman sniper.
Looks like every frame it just moves the camera to a spot a certain percentage down the line between the death location and the killer’s current location. Makes sense it’s hard to break if it only cares about those two points and ignores stuff like the camera’s previous location.
Probably happens when there is not enough space around your killer. The camera tries to avoid having an obstruction between itself and the target (killer's head), so it moves closer (the same happens when you are in third person while taunting and try to move the camera inside a wall). If the killer is too close to an obstacle, the camera moves to the closest point where it has a line of sight and ends up inside the head.
I feel like it didn't always do that before, and there's the thought that new people will play TF2 and regularly see those awful messes of a killcam and they'll think the game is an awful buggy mess (which it kind of is, but it's not that bad)
@@GreenScrapBot Good sniper players make this intentionally regardless of how much space there is around them. I'm pretty sure you can trigger this by looking directly down or up just when the deathcam takes the picture. Next time this happens I'll ask the guy and come back to this comment
there's still one way it could possibly work. If the killer is so far out of bounds that floating point numbers start glitching (like when you noclip so far into the void that the polygons on your model start shaking around) then the camera might not be able to position itself properly.
@@chrispy5249 Well, all I'm getting from that is the client crashes when players are too far out because the players are too far out and it makes the client crash. I was rather more interested in the proximate cause of the client crashing, you know? No floating-point operation would normally make a program crash, unless the developers deliberately turned on floating-point exceptions. Is that what they did? Or is there a check that deliberately aborts the client if a player's position exceeds some arbitrary value? Or is the collision detection implemented in some way that makes far-away objects allocate too much memory and the process gets killed?
3:03 SCP 173 is composed entirely of unbranded Scottish Scrumpy. It is animate, and extremely hostile. The subject cannot move while in a direct line of sight, and will attempt to destroy any humans in view via high power explosive “sticky bombs.”
It’s relieving in a way, with all the spaghetti code in TF2, that the kill cam can gracefully handle so many edge cases within the 0.4 seconds that it is active, like your killer disconnecting, you being revived, or the round ending.
Well, it's a feature that has been in the game since the start (to my knowledge). TF2's spaghetti comes from years and years of new content and poor maintenance.
Seems to me like it's not about "speed" or "teleporting", it's instead calculating your position (using some curve) at each tick based on how far along in the cam you should be. It's relatively simple to do, could handle moving targets, and assuming continuous motion on the parts of the two parties, would be completely seamless.
I think it's easier to see as a percentage, where 0% is your position and 100% is the enemy current position. The camera checks every frame which line to follow and then it position itself in the current %. Then it adds some % and repeats until you get to 100%, where it freezes (you just need to do CameraTime/fps to get the percentage to add every frame). But yeah, it's what you said
@@uhrguhrguhrg Not necessarily, and in fact, that's exactly why you would use this sort of function instead of some velocity vector. Like how Sensei Emu said, you can think of the position of the camera as a certain percentage of the way between the two parties involved - a function of time and the two points in space. At 0%, the camera is at the corpse; at 100%, the camera is at the killer; and at any other point, that function will define the location of the camera as somewhere between the two. The "speed" will always scale relative to the distance remaining if the camera function is defined that way.
@@bossman983 a fairly common approach is to lerp halfway to the target vector. In that case it's possible to get away. If the position is driven by the time so the fraction at the time difference equal to ease animation length is 1 then yeah, you can't escape.
Nah I doubt they use curves. Seems to me like they just draw a straight line between the players that is always updating, and place the camera 1/3 of the way along the line if the kill cam time is 1/3 up. Just realize I basically repeated sensei emu. I do think that they likely have a function to give the camera some slowing at the end so that it's stop isn't as jarring, but the camera still should always follow the line.
I was always wondering how you do these videos. Is it all console commands or does it have anything to do with the files or source code leak, other than the ones about those of course.
okay, this is all nonsense, he has the code, he knows how programming works, and he makes a video explaining on how that gameplay function works in the code using examples. hammer has nothing to do with it, that is a map editing program for source
@@PHoMi126 i don't see how it would be a "spy nerf" tho, since, to do this, you sacrifice time (iirc, extendfreeze extends respawn time by 2 seconds) thus, you waste valuable time for the location of a single spy, when you could be spawning faster and be useful to the team faster this command also works when respawning normally as well, you can use it to spectate your own team, as it extends your respawn timer
@@PHoMi126 my point wasn't the lack of communication, it was that, while spectating, you are not respawning. thus, you are wasting time you could be *actively* doing something for the team (not just the spy, overall usefulness), by watching a single player of the ennemy team
@@cyre77 it's 12v12. No one care about 1 that not yet respawn. I understand what u talked about but depend on how u play, your impacts are not very significant most of the time. If u 're a decent player or carried the team, sure. But if not, this exploit might help ur team more than u respawn and feed the enemy team
@@cakeyeater7392 you mean air blasting them off map? Yeah I believe they couldn't be airblastedin jungle infro (shortly came out after I fist played tf2)
That extendfreeze command seems like it could come in handy for watching a suspected cheater in Casual since you *CAN'T GO SPECTATOR IN CASUAL FOR SOME REASON.*
@muggshot I think that's what autobalance is for, as maligned as it is. They'd probably get autobalance to be more popular if they asked and also made your guns turn enemies into gold statues or something for the rest of the round.
spamming the extendfreeze bind and relaying all info to your team is probably better for a scout on offense than constantly throwing yourself into a sentry nest and dying
I was wondering if this was banned or something in competitive play, because in Highlander or something going down a player to have perma-wallhacks on a certain enemy player seems pretty useful
@@Sjon_E Spy *does* need more things that can be used against him. We need spy to be as weak and unusable as possible for the sanity of all players, *mmph*. A pyro TOTALLY did not write this comment
Essentially, the camera does not have any sense of physicality. There's no actual movement" programmed into it, the camera just interpolates between two points based on how much time has passed, with no regard to what happens in the previous frame.
@@DrakoWulf Not really, technically if the killer teleports on the camera's current position, the camera's path is updated and will move back on the new trajectory accordingly to sill get there in 0.4 seconds. It is not 0.4 seconds or less, it is EXACTLY 0.4 seconds
@@skye.palace | I didn't mean literally. The camera doesn't seem to ever go backwards when catching up to the killer, so if the killer teleported to the camera right when it started, it would simply appear that the camera is on the killer directly for an extra 0.4 seconds.
also, if your killer dies and respawns during the killcam animation (which can happen if an objective is capped during that time I think), the killcam goes to their spawn.
1:20 In gamedev, the camera's movement from dead body to killer is called "lerp" or "linear interpolation", in this specific case there is a bit of extra smoothing at the edges to give the effect of the camera accelerating.
I’m still curious what happens when you die on thunder mountain’s last section and it defaults to the camera pointing at the blue spawn building. That doesn’t seem to follow any of the rules?
@@kapa_nitori as a fairly new player I like thunder mountain. Not because of the map it's self, but rather because I never get put in a server with it when I queue for casual. It's a nice change.
@ a history channel notable for its deadpan humor, simplistic artstyle, and videos answering questions nobody knew they wanted answered. for example: what happened to kamikaze pilots who wimped out?
6:20 huh, thats actually really handy! There have been times where I have wanted to check if someone was hacking or not in some way but I have difficulty spectating them. This will help a lot in those scenarios.
Your incredible thoroughness is amazing. At 2:20 I wondered "what if you teleport closer to the one that was killed? Can you get the killcam to move backwards? I'm going to ask this in a comment because there's no way something that weird and obscure was answered in the video." But then I kept watching a bit to make sure and god damn you did it. You answered the question.
The fact that the camera still zooms in to the spot where a sentry that was picked up was, makes me think that when the engineer does that it is actually not picking it up, and the building just goes invisible and teleports to the new location where the engies places it. Did you check that?
This is true. I was coding a plug-in that spawns an explosion on a building’s location. When the building was picked up, the plug-in explosions still spawn at the old location. But interestingly, every time the engineer rotates their building, their position gets updated so the explosions spawned at that new location instead.
So basically, if a spy kills me and i extrendfreeze on him, i can practically know his location for as much time as i want? Even when cloaked? MAN, what an exploit, lets hope Delfy catches up on this.
You can do something similar while alive of you have a bind for "record fix: stop". While normally used for the invisible players bug or other errors, it makes invisible Spies blink very briefly.
6:25 OH THATS EXPLAIN A LOT WHY I SOMEHOW REMEMBER I CAN SPECTATE ENEMY THAT KILL ME! That was a long time since i remember that, idk how i did that back then
I find it kind of interesting that the killcam can't handle sentries being destroyed or moved, other than that it's pretty much bulletproof. Considering that sentries being moved and destroyed are both common occurences, I would have thought they'd make it switch targets to the engineer.
I imagine that each frame the camera splits the distance into like 12 segments, and then moves to the corresponding segment for the frame it's on. On the last frame of the 0.4 seconds, the camera would just teleport to Player B's position.
I'm pretty sure the camera doesn't need to do that! Imagine the tragectory being a vector (or, for the purposes of understanding this, a segment) of x length. The camera has to simply remember what percentage of x it has covered, and when the vector changes, it just has to go to the _same_ percentage, just of a different length! ... Thinking about it bidimensionally might help understanding the process ^^
I took a picture the other day of a kill cam that just decided to point to the sky on frontier. The dude was still alive, not gibbed or anything, so I don't know why it did that. It was kinda funny though cause the guys name was O2.
It's interesting to me how the camera doesn't redirect at 2:15, it just switches to a different line between the two players. It isn't a continuous path. If it has to get there in .4 seconds though I guess that's the best way to guarantee that. I'm assuming the camera just draws a line between the two players, takes the current time since death, and divides by .4 (getting a number between 0 and 1) and multiplies that by the distance and placing itself that many meters (feet? Units?) on the line from the deceased Edit 2: they probably also put the number between 0 and 1 through a function to get a new number between the two, so that they can have the camera not stop so suddenly at the end. There's also a chance they use velocity to the same effect, but I'm pretty sure you could still use a function of time to position.
An interesting tidbit about the freezecam; in the PS3 version ONLY, the freezecam apparently doesn't freeze on your killer, it just tracks their movement for a few seconds. Let me know if I'm wrong but I know I've read that somewhere
I’ve seen plenty of instances in game where the killer is only visible in the corner of the killcam, usually if the angle of the camera is off or the killer rag dolled or explosive jumped just as the camera stopped moving.
Well, if the sentry was placed back down during the travel time then yes, the trajectory would update If it _didn't_ get put down, interestingly enough, the camera would pan to the position the turret was originally. Why this is I am not sure, either the camera cares only for the last known position of an object... Or the turret, when picked up, is simply rendered invisible and untargetable. Probably the former... Hopefully the former x.x
I just want to take a moment to say this channel is absolutely fantastic. You would expect videos all concerning basically a single topic to have become boring and repetitive long ago, but no. Every one is entertaining and like it's own little adventure, the way each wildly specific situation is investigated is a perfect example of expertise in a niche field communicated in a way that doesn't require too much knowledge of that field to follow along. It's amazing how much depth there is to be found in this game. Keep up the good work!
@@patrikbede8950 It not breaking isn't the weird part. What's weird is that they went with the simple, obvious solution instead of horribly overcomplicating it. Have you seen that UI code that draws paint colors on inventory items?
Imagine a horror game about a man with a killer camera, that was played around the meme about the camera man being a supernatural guy who never gets hurt, and can always keep up
I really love your videos, I just want you to know they make me very happy, and I LOVE the gabe newell memes at the ends thank you, please don't stop ❤️
Good to know the killcam works consistently, at least. But how does the extra markers that appear sometimes work? Like when they point at one of your gibs, if you were exploded?
If you go far beyond the boundaries of a map in TF2, the game starts breaking because of rounding errors with floating point values. What happens to the killcam when the killer is far outside the boundaries of the map?
the camera 𝘢𝘭𝘸𝘢𝘺𝘴 moves slightly faster than you. 1. stand completely still 2. the camera is now moving at 0.001 m/s 3. pray it doesn't reach you before the next match happens.
i really like the framing of this video, as though the killcam is some kind of monster you can't escape and which will always find you no matter where you hide
I'm pretty sure that clicking just skips the screenshot and sends you to the respawn queue. As shown later in the video, if the camera is modded to take longer, you won't respawn until it is done or a medic revives you. So what I mean is that the count down doesn't start until after the screenshot finishes but you can skip the screenshot and go straight to the count down.
Interesting demonstration. It really seems like a very simple implementation of linear interpolation between two positions, with some exception logic in case of a disconnect.