Posted by: Smoke39
« on: September 27, 2017, 02:08:38 PM »Having worked with cutscenes briefly, all the other code for stuff loading stuff is still relative to turok himself, not the camera. You probably have to have the game itself render more chunks to fix.
Number 1 sounds pretty bad. Does this mean you'd be able to skip triggers?
Well, the player still moves like normal (CMF_LOCK_PLAYER is omitted from StartCinematic()). Buttons, checkpoints, save totems, and enemy ambushes still work, so it seems to me like it's just rendering stuff that gets locked in when starting a cutscene, unless there's some way to signal a refresh we don't know about.
I considered "restarting" the cutscene to force a refresh, but CinematicState() doesn't return a reference, so as far as I can tell we can only skip the fade out with StartCinematic() flags, not the fade in.
A scope feature sounds cool! Like in T2. Wish I could help
Well, like I said, I have a workaround in place, so it's really just a matter of whether you can move while scoped or not. Do you think the feature would be worth it if you unscoped any time you moved?
Maybe I'll put together a preview so y'all can try it out first. I've been thinking about putting one together for another experimental feature, anyway.