can you out run the tf2 kill cam? (or escape it in general)

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  • Опубликовано: 26 дек 2021
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Комментарии • 1 тыс.

  • @shounic
    @shounic  2 года назад +1976

    why do you call it a kill cam?! 😡😡😡😡😡😡😡
    ruclips.net/user/postUgkxlC5dZYt5FwylquOuMmTcWBAhd1897g4a
    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 :)

    • @TheMikirog
      @TheMikirog 2 года назад +26

      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.

    • @mineland8220
      @mineland8220 2 года назад +7

      @@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

    • @Clydewuf_
      @Clydewuf_ 2 года назад +1

      because that is what the game calls it IDIOT

    • @yy6u
      @yy6u 2 года назад +2

      it's actually useful and enlightening

    • @blob5907
      @blob5907 2 года назад +2

      why do you say ecscape

  • @Ralofguy
    @Ralofguy 2 года назад +3915

    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.

    • @highwaymanF2
      @highwaymanF2 2 года назад +440

      Tf2 using its magic power to show the the sniper that killed me from across the map dead on the floor in 0.4 seconds

    • @DJL3G3ND
      @DJL3G3ND 2 года назад +175

      lmao yeah its so funny when they drop dead a second before it freezes

    • @asierx7047
      @asierx7047 8 месяцев назад +82

      If you're playing pyro, you're guaranteed that most freezecams just capture a charred corpse on the floor

    • @dmnspwn9800
      @dmnspwn9800 5 месяцев назад +17

      "Excuse Me, Sir, The Camera Zoomed In Onto A Mouse On The Other Side Of The Feild"

    • @TheDapperDog333
      @TheDapperDog333 5 месяцев назад +2

      And yet they couldn't stop the bots

  • @ratzyukar
    @ratzyukar 2 года назад +5736

    This is further proof that the cameraman should not be fucked with.
    He can find you.
    *_He will find you_*

    •  2 года назад +240

      There is no escaping him.
      Give up.

    • @turi6233
      @turi6233 2 года назад +285

      The literal definition of "every second you aren't moving i'm getting closer" but skipping the part of moving
      Because he's always closer

    • @Mario583a
      @Mario583a 2 года назад +28

      Oh great, Liam Neeson kill cam..

    • @Niohimself
      @Niohimself 2 года назад +45

      How can you escape the cameraman, when he is already here?

    • @avcables_
      @avcables_ 2 года назад +36

      And he will screenshot you

  • @TheRama2299
    @TheRama2299 2 года назад +4081

    1:02 I like to imagine that the sniper is going this fast backwards because of ridiculous recoil from his rifle

    • @ajfireninja9012
      @ajfireninja9012 2 года назад +233

      TF2, but with realistic recoil

    • @bobbyferg9173
      @bobbyferg9173 2 года назад +161

      X10000 gamemode but the Sniper has X10000 recoil

    • @SomeGuyWithABlueMask
      @SomeGuyWithABlueMask 2 года назад +70

      Feels like he would ragdoll from this, like a good ol' Gmod video

    • @DinnerForkTongue
      @DinnerForkTongue 2 года назад +8

      Must be using a junker musket.

    • @AbsoluteRatBastard
      @AbsoluteRatBastard 2 года назад +31

      @@SomeGuyWithABlueMask I think its funnier when he just glides away

  • @arsecheese
    @arsecheese 2 года назад +4446

    "Can you out run the tf2 kill cam?"
    "No"
    *video ends*

    • @rhain9388
      @rhain9388 2 года назад +73

      *Seinfeld music plays*

    • @gxalcremieshiny4229
      @gxalcremieshiny4229 2 года назад +42

      i think it is kind of funny he explained for 7 minutes why not

    • @kinggalaxyknightkgk2089
      @kinggalaxyknightkgk2089 2 года назад +54

      "Can you out run the tf2 kill cam"
      "No"
      Video end- "But heres why"

    • @EDoyl
      @EDoyl 2 года назад +11

      Comment: "but did you try teleporting behind the camera as if moves? 😏

    • @gxalcremieshiny4229
      @gxalcremieshiny4229 2 года назад

      @@EDoyl yes, those comments would appear a lot, unless he he gave a short 1 min explaination that all the things he did, don't work

  • @Iwidelyoutliveeverything
    @Iwidelyoutliveeverything 2 года назад +4823

    What about the times where the killcam is inside the killer's head and looking down inside their body? That happens to me a lot.

    • @GreenScrapBot
      @GreenScrapBot 2 года назад +669

      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.

    • @Ultimaximus
      @Ultimaximus 2 года назад +93

      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)

    • @thegreatpapyrus2306
      @thegreatpapyrus2306 2 года назад +99

      @@Ultimaximus It’s a buggy mess, but not an *awful* buggy mess, if you know what I mean.

    • @fayabraguette
      @fayabraguette 2 года назад +40

      @@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

    • @FelipeJaquez
      @FelipeJaquez 2 года назад +10

      The rare IHE fan account in the wild

  • @davidhsonic
    @davidhsonic 2 года назад +1698

    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.

    • @gumbo64
      @gumbo64 2 года назад +69

      yeah it's called linear interpolation btw I think most game engines have this function by default so it's used alot

    • @owenkegg5608
      @owenkegg5608 2 года назад +49

      @@gumbo64 Yes.
      It's very simple math and is good performing which is another perk.

    • @Shifsabre
      @Shifsabre 2 года назад +7

      Yup, it's called linear interpolation, or lerp

    • @owenkegg5608
      @owenkegg5608 2 года назад +4

      Mathf.lerp is my best friend, in fact.

    • @Shifsabre
      @Shifsabre 2 года назад +2

      @@owenkegg5608 I thought lerp was a std:: function?

  • @DinnerForkTongue
    @DinnerForkTongue 2 года назад +412

    0:35 looked like the scout was just walking very slowly while vibrating a lot.

    • @name_unkn0wn
      @name_unkn0wn 2 года назад +102

      He's just really scared of hallways.

    • @scribblecloud
      @scribblecloud 2 года назад +10

      @@name_unkn0wn 😂

    • @neru1584
      @neru1584 Год назад +17

      I didn't know he was even going that fast lol

  • @StickMaster500
    @StickMaster500 2 года назад +1079

    Now matter how far you run or hide somewhere people can’t find you, the camera will always follow

    • @tklots4708
      @tklots4708 2 года назад +19

      Just like how we will always find YOU!

    • @elenogingin
      @elenogingin 2 года назад +11

      Thats some big brother shit right there.

    • @sirreginaldfishingtonxvii6149
      @sirreginaldfishingtonxvii6149 2 года назад +4

      Unless you cease to exist, that is your only option.

    • @TeriSneky
      @TeriSneky 2 года назад +2

      @@sirreginaldfishingtonxvii6149 but the camera will point to the killer then (itself who killed itself)

    • @GreedGibbon
      @GreedGibbon 2 года назад

      Stickmaster ur still doing this lmao

  • @-_Red_-
    @-_Red_- 2 года назад +485

    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.”

  • @vinnae
    @vinnae 2 года назад +311

    The Demoman incrementally chasing you at 3:00 feels like it was pulled straight out of a horror mod or something.

    • @monsoon3816
      @monsoon3816 2 года назад +26

      He will find you, no matter where you go

    • @Stasemiszu
      @Stasemiszu 2 года назад +23

      Demoman jumpscare

  • @annastasia3040
    @annastasia3040 2 года назад +2883

    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.

    • @flamingscar5263
      @flamingscar5263 2 года назад +379

      He's shown some of the source code from the leak before, so I wouldn't be surprised if that's most of it

    • @cosmiceyness
      @cosmiceyness 2 года назад +52

      def just looking at the code

    • @TheBlackRose666
      @TheBlackRose666 2 года назад +48

      He's using hammer to test his theories

    • @mabimabi212
      @mabimabi212 2 года назад +260

      He memorized the games code and builds it from-ground-up every video so that he can add small quirks in the code.

    • @Andrewstown
      @Andrewstown 2 года назад +94

      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

  • @JrIcify
    @JrIcify 2 года назад +540

    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.

    • @Lemon_Inspector
      @Lemon_Inspector 2 года назад +2

      @unsubtract Why would an out-of-bounds player make the game crash?

    • @user-un2pf4ht9l
      @user-un2pf4ht9l 2 года назад +27

      @@Lemon_Inspector too far out of the map

    • @chrispy5249
      @chrispy5249 2 года назад +44

      @@Lemon_Inspector It would crash their client because the game cannot calculate where hte player is anymore. It'd really require you to go over the maximum number the source engine can handle in terms of location and that's a really large number. It wouldn't normally crash the server as far as I know.

    • @Lemon_Inspector
      @Lemon_Inspector 2 года назад +4

      @@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?

    • @chrispy5249
      @chrispy5249 2 года назад

      @@Lemon_Inspector You'd have to ask someone who's actually touched the source engine about that, I'm not an expert and I could be wrong. I do know for sure that most games normally don't crash when you're too out of bounds so build from there.

  • @MyNameIsNotPa
    @MyNameIsNotPa 2 года назад +686

    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.

    • @lonelyshpee7873
      @lonelyshpee7873 2 года назад +114

      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.

    • @lucjuszmocarny8906
      @lucjuszmocarny8906 2 года назад +31

      Furry 🤢

    • @oi23origin
      @oi23origin 2 года назад +19

      @smelly paws ok furry 😏

    • @eightballheffner2055
      @eightballheffner2055 2 года назад +17

      @@lucjuszmocarny8906 Bruh your names nastier than any furry could be smh

    • @randomcatdude
      @randomcatdude 2 года назад +20

      it's a simple feature that does really simple sanity checks to ensure that pointers and such are still valid, it's not very impressive

  • @HueManatee
    @HueManatee 2 года назад +127

    "bind r extendfreeze" could be a good way to spectate someone you suspect of hacking thats on the other team

    • @PHoMi126
      @PHoMi126 2 года назад +38

      Or it'll be another spy nerf

    • @cyre77
      @cyre77 2 года назад +2

      @@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
      @PHoMi126 2 года назад +1

      @@cyre77 discord and voicechat existed

    • @cyre77
      @cyre77 2 года назад +6

      @@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

    • @PHoMi126
      @PHoMi126 2 года назад +2

      @@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

  • @bossman983
    @bossman983 2 года назад +570

    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.

    • @uhrguhrguhrg
      @uhrguhrguhrg 2 года назад +13

      Also technically possible to outrun if the movement speed is increased exponentially.

    • @Sensei_Emu
      @Sensei_Emu 2 года назад +36

      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

    • @bossman983
      @bossman983 2 года назад +22

      @@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.

    • @uhrguhrguhrg
      @uhrguhrguhrg 2 года назад +4

      @@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.

    • @adamnielson42
      @adamnielson42 2 года назад +5

      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.

  • @anonymousaccordionist3326
    @anonymousaccordionist3326 2 года назад +253

    The killcam is the only thing that works perfectly in TF2.

    • @truefupu
      @truefupu Год назад +2

      oop

    • @TheDapperDog333
      @TheDapperDog333 5 месяцев назад +2

      I mean they made mvm better as bots can't be soft locked

    • @cakeyeater7392
      @cakeyeater7392 4 месяца назад +2

      ​@@TheDapperDog333 Does that include on that one map where you can break their pathfinding while they're inside the invulnerable area?

    • @TheDapperDog333
      @TheDapperDog333 4 месяца назад +2

      @@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)

  • @ThatguycalledJoe
    @ThatguycalledJoe 2 года назад +148

    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.*

    • @delize9782
      @delize9782 2 года назад +2

      i've used it to spectate sus players on *my* team, didn't know you could spectate the enemy that way

    • @ThatguycalledJoe
      @ThatguycalledJoe 2 года назад +9

      @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.

    • @ThatguycalledJoe
      @ThatguycalledJoe 2 года назад +3

      @muggshot Also the truth is that there are currently so many bots and cheaters that it's harder to find a server without one anyway, so whatever.

    • @cheesepop7175
      @cheesepop7175 Год назад

      100th like

  • @baaa738
    @baaa738 2 года назад +329

    For some reason, then sniper killing "you" and just yeeting away with the speed of light at 1:05 is so funny to me

    • @snkybrki
      @snkybrki 2 года назад +27

      The bots have gotten bolder lately, huh?

    • @ziqrsx
      @ziqrsx 2 года назад +4

      no recoil setup broken OP still working

    • @pickleman40
      @pickleman40 Год назад +1

      Nothin personal, kid

  • @TheBlairThing
    @TheBlairThing 2 года назад +117

    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

    • @cobalt2672
      @cobalt2672 2 года назад +28

      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

    • @teh_jibbler
      @teh_jibbler 2 года назад +9

      Bonk tank the sentry while friendly heavy mows it down. Though, getting a teammate to realize that this works is a hard thing to do.

    • @Sjon_E
      @Sjon_E 2 года назад +8

      Yeah, this feels like it could be abused pretty easily. As if spy needs anymore things that could be used against him

    • @excalibur6246
      @excalibur6246 2 года назад +13

      @@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

    • @lightlysal
      @lightlysal 2 года назад

      Does it count as a cheat command?

  • @NOVAFrederick
    @NOVAFrederick 2 года назад +45

    The extendfreeze quirk at 6:18 is actually how the freezecam functions on the ps3 version.

  • @Berniebud
    @Berniebud 2 года назад +77

    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
      @DrakoWulf 2 года назад

      @@ChaosSwissroIl | Then the camera will be on the killer for slightly longer.

    • @skye.palace
      @skye.palace 2 года назад +2

      @@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

    • @DrakoWulf
      @DrakoWulf 2 года назад

      @@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.

    • @skye.palace
      @skye.palace 2 года назад

      @@DrakoWulf Oh, then yeah, absolutely ahah, my bad

    • @DrakoWulf
      @DrakoWulf 2 года назад

      @@skye.palace | All good, I can see where the confusion came from.

  • @sharcc2511
    @sharcc2511 2 года назад +31

    its amazing how robust this thing is considering how basically nothing else in the entire game works

  • @ballsligmer5572
    @ballsligmer5572 2 года назад +14

    "after you die, the game camera zooms in on the person that killed you"
    -book of genesis

  • @eliwagner4048
    @eliwagner4048 2 года назад +216

    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?

    • @Rafelandroid2
      @Rafelandroid2 2 года назад +11

      thundermountain sucks play some dustbowl instead

    • @discardedbiscuit5449
      @discardedbiscuit5449 2 года назад +24

      I was just vaguely remembering this happening and I'm also curious. I think the name crediting your "killer" is also messed up when it does this?

    • @Choosafunga777
      @Choosafunga777 2 года назад +1

      @@Rafelandroid2 Everywhere I go I see his face.

    • @lorm_
      @lorm_ 2 года назад +10

      @@Rafelandroid2 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.

    • @somethingguy912
      @somethingguy912 Год назад

      Or better yet when the cart gets capped on the last stage of Goldrush and it always fixes on that strange side wall on the corridor leading in?

  • @TheActualDP
    @TheActualDP 2 года назад +37

    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.

  • @Thegentechgamer
    @Thegentechgamer 2 года назад +74

    shounic out here answering the questions nobody asked but all want the answer for

    • @tonyf3431
      @tonyf3431 2 года назад +3

      broke: Shounic is the VSauce of TF2
      woke: Shounic is the Minute History of TF2

    •  2 года назад

      @@tonyf3431 who is the latter?

    • @tonyf3431
      @tonyf3431 2 года назад +1

      @ 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?

    •  2 года назад +1

      @@tonyf3431 thanks.

    • @tonyf3431
      @tonyf3431 2 года назад

      @ WAIT NEVERMIND I MEANT HISTORY MATTERS
      I HAVE NO CLUE WHY I THOUGHT IT WAS MINUTE HISTORY
      IGNORE ME

  • @sebadioli2665
    @sebadioli2665 2 года назад +9

    2:30 feels like tf2 solution to the Paradox of Achilles and the Tortoise

  • @MACMAN2003
    @MACMAN2003 2 года назад +10

    The spy's face at 0:18 is the perfect mixture of funny and serious

  • @behappydoseanything
    @behappydoseanything 2 года назад +11

    5:08 ok, but what if you place it back down

  • @denkiryu226
    @denkiryu226 2 года назад +51

    You make it seem so smooth and flawless but half of my killcams end up looking and the sky or a wall with no one in sight

  • @dotfoxtom5942
    @dotfoxtom5942 2 года назад +13

    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.

  • @bamboy420
    @bamboy420 2 года назад +9

    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.

  • @igorigor3960
    @igorigor3960 2 года назад +18

    JUMPSCARE timestamp 0:57 (tf2 demoman jumpscare)

  • @orangesilver8
    @orangesilver8 2 года назад +8

    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.

  • @shapeswitch_mood7221
    @shapeswitch_mood7221 2 года назад +6

    I love when the Scout proceed to run down the corridor, and you speed that footage up, it looks like he is walking at the speed of a grandma.

  • @SapkaliAkif
    @SapkaliAkif 2 года назад +5

    5:32 New hip hop album cover just dropped

  • @Davtwan
    @Davtwan 2 года назад +13

    Good to know there’s a difference between a destroyed and a transported sentry, so I’ll know if it’s being moved somewhere else or not.

    • @Ultimaximus
      @Ultimaximus 2 года назад

      You'd also just see the destroyed sentry in the killfeed

  • @AspergerPlays
    @AspergerPlays 2 года назад +48

    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.

    • @justinbuddy56
      @justinbuddy56 2 года назад +11

      Two things we’re gonna do tonight boys:
      1. We bully spy mains
      2. We catch cheaters

    • @ironguy366
      @ironguy366 2 года назад +1

      Me, a spy main: *cries in French*

    • @scarymonsters524
      @scarymonsters524 2 года назад

      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.

  • @Scrawwlex
    @Scrawwlex 2 года назад +2

    The title sounds like a question that comes up when you lay and bed and just wanna sleep but you spend the whole night thinking about it.

  • @chadasmr8304
    @chadasmr8304 2 года назад

    Funny to see the extents of what they planned. Great breakdown video!
    I like how you should everything!

  • @DrFroth879
    @DrFroth879 2 года назад +53

    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?

    • @davymachinegun5130
      @davymachinegun5130 2 года назад +11

      Oh, SM64 style.

    • @isildurfour
      @isildurfour 2 года назад +14

      its very likely thats how it works since you can sometimes leave the wrangler shield floating there when you pick up a sentry

    • @DragonBallZKaifan2
      @DragonBallZKaifan2 2 года назад +8

      Also, remember that Engineers originally could not pick up and move their buildings back when the game was released in ‘07/‘08.

    • @shadowysn
      @shadowysn 2 года назад +4

      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.

    • @MP-tz2yn
      @MP-tz2yn Год назад

      @@davymachinegun5130 wdym?

  • @lanfour4444
    @lanfour4444 2 года назад +3

    0:00 Shounic answers one of the biggest misteries of humankind.

  • @thaias9654
    @thaias9654 2 года назад

    I love your end dialogue stuff. It's always good.

  • @Thornskade
    @Thornskade 2 года назад +1

    shounic can make any seemingly mundane topic extremely interesting, apparently. I'd never thought this is something that would get my attention

  • @tdelfino2509
    @tdelfino2509 2 года назад +4

    I love how the Gaben outros are getting more YTP-like, now they have to have subtitles 😁

  • @user-fy1nq3nf1q
    @user-fy1nq3nf1q 2 года назад +5

    6:45 I see what you did there...

  • @d1psy85
    @d1psy85 2 года назад +1

    I have no words to express how much I love your videos, shounic

  • @I_am_somebody_1234
    @I_am_somebody_1234 2 года назад

    I love your new videos man, great job :D

  • @deadproxerator1225
    @deadproxerator1225 Год назад +7

    0:43 trippy

  • @AgentGaming07
    @AgentGaming07 2 года назад +13

    Introverts avoiding the family reunion picture be like:

    • @ajfireninja9012
      @ajfireninja9012 2 года назад

      As an introvert, I can confirm this comment

  • @janon5815
    @janon5815 2 года назад

    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!

  • @subpar5360
    @subpar5360 2 года назад +8

    2:08 - I thought the demoman was a speck of dust on my monitor and reached to brush it off

    • @shounic
      @shounic  2 года назад +6

      I can't believe you would insult the highly respected and beloved demoman like that 😔

  • @z.i.p.w9467
    @z.i.p.w9467 2 года назад +3

    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

  • @fadedgames1
    @fadedgames1 2 года назад +8

    That bind command... could we use it to inspect the gameplay of suspicious individuals?

  • @Roze_aye
    @Roze_aye 2 года назад +2

    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

  • @Vizaru
    @Vizaru 2 года назад +2

    for once we have discovered reverse jank. something so well coded that it is impossible to make it jank.

  • @Jmcgee1125
    @Jmcgee1125 2 года назад +33

    What if the sentry was picked up and placed back down? I assume it doesn't change anything, like the disconnect/reconnect case.

    • @violador3993
      @violador3993 2 года назад

      Wouldnt it just zoom where the sentry was

    • @skye.palace
      @skye.palace 2 года назад

      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

    • @wheeI
      @wheeI 2 года назад +1

      @@skye.palace lmao it's the latter

    • @skye.palace
      @skye.palace 2 года назад

      @@wheeI eek, thanks for the info 😂

  • @WilliametcCook
    @WilliametcCook 2 года назад +5

    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.

    • @skye.palace
      @skye.palace 2 года назад

      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 ^^

  • @Reaperance
    @Reaperance 2 года назад +2

    Dread it. Run from it. The killcam always arrives.

  • @Tikkie-D
    @Tikkie-D 2 года назад +1

    Never knew the extend freeze command worked with kill cams. Thanks for the info

  • @LayZe.
    @LayZe. 2 года назад +3

    5:02 ouch

  • @sammcblam2255
    @sammcblam2255 2 года назад +5

    How to escape the kill cam:
    Leave the game after killing someone

    • @Brixster
      @Brixster Год назад +1

      Scout: "You can't hit what ain't there!"

  • @Axol-Aqua
    @Axol-Aqua 2 года назад +1

    The imagery of demoman teleporting in this void is very good

  • @sadpee7710
    @sadpee7710 2 года назад

    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

  • @robinrai4973
    @robinrai4973 2 года назад +13

    That's some robust programming

    • @patrikbede8950
      @patrikbede8950 2 года назад +2

      Its the simplest solution really

    • @randomcatdude
      @randomcatdude 2 года назад

      it's a simple feature that only needs simple sanity checks to work, of course it's robust

    • @Lemon_Inspector
      @Lemon_Inspector 2 года назад

      ​@@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?

  • @adamnielson42
    @adamnielson42 2 года назад +3

    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.

  • @AthenaKolva
    @AthenaKolva Год назад

    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 ❤️

  • @ThePocketMedic
    @ThePocketMedic 2 года назад

    Thank you for answering the difficult questions in life.

  • @dreamwalking
    @dreamwalking 2 года назад +9

    Are you telling me, the one thing Valve programmed inescapably well, was the bloody killcam?!

  • @TheStreamingEnderman
    @TheStreamingEnderman Год назад +2

    Here it is, the true 10th class.
    *The Cameraman*

  • @HabibiMehdi
    @HabibiMehdi 2 года назад

    This guy made the video so much longer than it has to be. What a g 😂

  • @reedman0780
    @reedman0780 2 года назад +1

    The camera knows where the killer is because it knows where he is.
    It knows where he is.
    *Always*

  • @SinexProgs
    @SinexProgs 2 года назад +6

    shounic explains how linear interpolation works for 4 minutes

  • @JonWaterfall
    @JonWaterfall 2 года назад

    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.

  • @frinpi7473
    @frinpi7473 2 года назад

    shounic will never run out of videos to make about tf2's code

  • @patrlim
    @patrlim 2 года назад +2

    is the long map along a diagonal or cardinal direction? diagonal could be 1.4x longer

  • @SilverFoxLukas
    @SilverFoxLukas 2 года назад +5

    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?

    • @nolle
      @nolle 2 года назад

      I love that feature and I'm interested too. Or how it also tracks steam profiles in screenshots that people upload

  • @TheLamentedStar
    @TheLamentedStar 2 года назад

    It's my birthday today, thanks for the insightful video. Wonder how you come up with these ideas, since I'm pretty sure nobody ever wondered this

  • @SandpaperEater
    @SandpaperEater 2 года назад +1

    Dread it, run from it, the camera still arrives

  • @Fiopon
    @Fiopon 2 года назад +4

    since its been patched, can you explain how bots were avoiding being kicked when votekicks succeed, but claim they have failed?

  • @lmoa3917
    @lmoa3917 2 года назад +5

    In my experience the best way to avoid the cam is with a key bound to “explode.”

  • @EdJames0
    @EdJames0 2 года назад

    Sometimes the simplest code is the most elegant. Lerping the camera, classic!

  • @largesumofbees2703
    @largesumofbees2703 2 года назад +1

    "if you teleport behind the camera, the camera simply teleports with you" A DBZ fight with a camera

  • @dingdong1647
    @dingdong1647 2 года назад +7

    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?

    • @sn0ipe333
      @sn0ipe333 2 года назад +11

      The game turns on your webcam and starts streaming from there

  • @mcmillan.2k
    @mcmillan.2k 2 года назад +11

    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

  • @purplehaze2358
    @purplehaze2358 Год назад +1

    It sounds to me like the TF2 camera is an omniscient, inescapable deity.

  • @vooshoos
    @vooshoos 2 года назад

    Cool upload shounickle

  • @AgentGaming07
    @AgentGaming07 2 года назад +4

    1:06 Oh God, the Bots learnt how to run at the speed of sound

  • @bonkmaykr
    @bonkmaykr 2 года назад +3

    If you can watch your killer move around after he kills you, doesn't that kinda let you spy on the enemy team?

    • @sticksterstickme986
      @sticksterstickme986 2 года назад

      Yeah it's actually useful for seeing what disguise a Spy might be using directly after he kills you

  • @thewolfofthestars1847
    @thewolfofthestars1847 7 месяцев назад

    The camera zooming in on the sentry while the engine picks it up and carries it away is so fucking funny fsr

  • @shinyknight1400
    @shinyknight1400 Год назад

    Gotta give props to the camera man 👏👏

  • @oofmeistermeisteroof1305
    @oofmeistermeisteroof1305 2 года назад +6

    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.

    • @patrikbede8950
      @patrikbede8950 2 года назад

      Is that true?

    • @uhrguhrguhrg
      @uhrguhrguhrg 2 года назад

      Camera most likely moves based on a percentage of the distance. You could technically outrun it if you also increase the movement speed exponentially.

    • @randomcatdude
      @randomcatdude 2 года назад

      @@uhrguhrguhrg not really. it would still catch up and get to you.

    • @oofmeistermeisteroof1305
      @oofmeistermeisteroof1305 2 года назад

      it was just a reference to this video: ruclips.net/video/oA_p799lvO8/видео.html

  • @StrawberrySofie720
    @StrawberrySofie720 2 года назад +6

    1:36
    This actually isn't true, clicking while the killcam is active will skip over the 4 second screenshot and show you the respawn timer.

    • @kirbymods5549
      @kirbymods5549 2 года назад

      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.

  • @kip258
    @kip258 2 года назад +1

    The function you're describing for moving from Point A to Point B over time is called "Linear Interpolation" or Lerp for short.

  • @Geebanger0
    @Geebanger0 2 года назад +2

    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.

  • @fortnitejimmy-ih3dn
    @fortnitejimmy-ih3dn 2 года назад +3

    no

  • @kayoh9364
    @kayoh9364 2 года назад

    The gabe newell bits at the end of these are always the best.

  • @blacklight683
    @blacklight683 2 года назад +1

    Kill cam:you think you can out run me? prove it I like to see you out run (me)

  • @intothevoid9417
    @intothevoid9417 2 года назад +1

    Some people think they can outsmart me... Maybe... Maybe...
    I'm yet to meet one that can outsmart kill Cam