why do you call it a kill cam?! 😡😡😡😡😡😡😡 ua-cam.com/users/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 :)
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?
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
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.
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.
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
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.
@@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)
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.
@ 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.
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.
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.
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.
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
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.
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
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.
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 ^^
@@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?
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!
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.
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?
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.
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
Man they really put a lot of time and effort into making sure the camera system works to its fullest potential, I wonder how the rest of the game is like 😀
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.
Always remember, the Cameraman is the most powerful being in all of Cinema and Video Games alike. He can and will follow and survive EVERYTHING, regardless of the odds.
why do you call it a kill cam?! 😡😡😡😡😡😡😡
ua-cam.com/users/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 :)
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
because that is what the game calls it IDIOT
it's actually useful and enlightening
why do you say ecscape
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.
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
lmao yeah its so funny when they drop dead a second before it freezes
If you're playing pyro, you're guaranteed that most freezecams just capture a charred corpse on the floor
"Excuse Me, Sir, The Camera Zoomed In Onto A Mouse On The Other Side Of The Feild"
And yet they couldn't stop the bots
This is further proof that the cameraman should not be fucked with.
He can find you.
*_He will find you_*
There is no escaping him.
Give up.
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
Oh great, Liam Neeson kill cam..
How can you escape the cameraman, when he is already here?
And he will screenshot you
1:02 I like to imagine that the sniper is going this fast backwards because of ridiculous recoil from his rifle
TF2, but with realistic recoil
X10000 gamemode but the Sniper has X10000 recoil
Feels like he would ragdoll from this, like a good ol' Gmod video
Must be using a junker musket.
@@SomeGuyWithABlueMask I think its funnier when he just glides away
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.
yeah it's called linear interpolation btw I think most game engines have this function by default so it's used alot
@@gumbo64 Yes.
It's very simple math and is good performing which is another perk.
Yup, it's called linear interpolation, or lerp
Mathf.lerp is my best friend, in fact.
@@owenkegg5608 I thought lerp was a std:: function?
"Can you out run the tf2 kill cam?"
"No"
*video ends*
*Seinfeld music plays*
i think it is kind of funny he explained for 7 minutes why not
"Can you out run the tf2 kill cam"
"No"
Video end- "But heres why"
Comment: "but did you try teleporting behind the camera as if moves? 😏
@@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
0:35 looked like the scout was just walking very slowly while vibrating a lot.
He's just really scared of hallways.
@@name_unkn0wn 😂
I didn't know he was even going that fast lol
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.
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)
@@Ultimaximus It’s a buggy mess, but not an *awful* buggy mess, if you know what I mean.
@@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
The rare IHE fan account in the wild
Now matter how far you run or hide somewhere people can’t find you, the camera will always follow
Just like how we will always find YOU!
Thats some big brother shit right there.
Unless you cease to exist, that is your only option.
@@sirreginaldfishingtonxvii6149 but the camera will point to the killer then (itself who killed itself)
Stickmaster ur still doing this lmao
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.
@unsubtract Why would an out-of-bounds player make the game crash?
@@Lemon_Inspector too far out of the map
@@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 Ah. If I want my question answered, I should ask someone who knows. Yes, I think that might work. Very good.
@@Cloudy_Int I'd tell you, but I don't know, so I won't.
The Demoman incrementally chasing you at 3:00 feels like it was pulled straight out of a horror mod or something.
He will find you, no matter where you go
Demoman jumpscare
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.
He's shown some of the source code from the leak before, so I wouldn't be surprised if that's most of it
def just looking at the code
He's using hammer to test his theories
He memorized the games code and builds it from-ground-up every video so that he can add small quirks in the code.
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
"bind r extendfreeze" could be a good way to spectate someone you suspect of hacking thats on the other team
Or it'll be another spy nerf
@@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
@@cyre77 discord and voicechat existed
@@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
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.
Also technically possible to outrun if the movement speed is increased exponentially.
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.
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.”
"The only way to neutralize SCP 173 is to force them to eat a normal meal"
grow up
@@the10ofdiamondscard shrink down
@@Aurelius_unofficial expand north
@@the10ofdiamondscard ok i pull up
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.
Furry 🤢
@smelly paws ok furry 😏
@@lucjuszmocarny8906 Bruh your names nastier than any furry could be smh
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
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
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.
Yeah, this feels like it could be abused pretty easily. As if spy needs anymore things that could be used against him
@@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
Does it count as a cheat command?
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.*
i've used it to spectate sus players on *my* team, didn't know you could spectate the enemy that way
@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.
@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.
100th like
The killcam is the only thing that works perfectly in TF2.
oop
I mean they made mvm better as bots can't be soft locked
@@TheDapperDog333 Does that include on that one map where you can break their pathfinding while they're inside the invulnerable area?
@@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)
For some reason, then sniper killing "you" and just yeeting away with the speed of light at 1:05 is so funny to me
The bots have gotten bolder lately, huh?
no recoil setup broken OP still working
Nothin personal, kid
The extendfreeze quirk at 6:18 is actually how the freezecam functions on the ps3 version.
RIP PS3 VERSION
rip ps3 version
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.
@@ChaosSwissroIl | Then the camera will be on the killer for slightly longer.
@@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.
@@DrakoWulf Oh, then yeah, absolutely ahah, my bad
@@skye.palace | All good, I can see where the confusion came from.
its amazing how robust this thing is considering how basically nothing else in the entire game works
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.
shounic out here answering the questions nobody asked but all want the answer for
broke: Shounic is the VSauce of TF2
woke: Shounic is the Minute History of TF2
@@tonyf3431 who is the latter?
@ 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?
@@tonyf3431 thanks.
@ WAIT NEVERMIND I MEANT HISTORY MATTERS
I HAVE NO CLUE WHY I THOUGHT IT WAS MINUTE HISTORY
IGNORE ME
2:30 feels like tf2 solution to the Paradox of Achilles and the Tortoise
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.
The spy's face at 0:18 is the perfect mixture of funny and serious
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
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?
thundermountain sucks play some dustbowl instead
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?
@@kapa_nitori Everywhere I go I see his face.
@@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.
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?
2:10 all of us in 3rd grade finding out we can see things differently in each eye
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 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.
5:08 ok, but what if you place it back down
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.
You'd also just see the destroyed sentry in the killfeed
JUMPSCARE timestamp 0:57 (tf2 demoman jumpscare)
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?
Oh, SM64 style.
its very likely thats how it works since you can sometimes leave the wrangler shield floating there when you pick up a sentry
Also, remember that Engineers originally could not pick up and move their buildings back when the game was released in ‘07/‘08.
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.
@@davymachinegun5130 wdym?
5:32 New hip hop album cover just dropped
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.
I love how the Gaben outros are getting more YTP-like, now they have to have subtitles 😁
0:00 Shounic answers one of the biggest misteries of humankind.
Introverts avoiding the family reunion picture be like:
As an introvert, I can confirm this comment
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.
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
shounic can make any seemingly mundane topic extremely interesting, apparently. I'd never thought this is something that would get my attention
0:43 trippy
It sounds to me like the TF2 camera is an omniscient, inescapable deity.
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.
Two things we’re gonna do tonight boys:
1. We bully spy mains
2. We catch cheaters
Me, a spy main: *cries in French*
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.
for once we have discovered reverse jank. something so well coded that it is impossible to make it jank.
Here it is, the true 10th class.
*The Cameraman*
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
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.
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.
2:08 - I thought the demoman was a speck of dust on my monitor and reached to brush it off
I can't believe you would insult the highly respected and beloved demoman like that 😔
Funny to see the extents of what they planned. Great breakdown video!
I like how you should everything!
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 ^^
so you can escape the kill cam, as long as you are a sentry and you're moved with the rescue ranger
6:45 I see what you did there...
Players were harmed in the making of this video.
That bind command... could we use it to inspect the gameplay of suspicious individuals?
I have no words to express how much I love your videos, shounic
0:55 video idea: is the demoman's sticky detonator faster than the speed of light
Dread it. Run from it. The killcam always arrives.
That's some robust programming
Its the simplest solution really
it's a simple feature that only needs simple sanity checks to work, of course it's robust
@@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?
The function you're describing for moving from Point A to Point B over time is called "Linear Interpolation" or Lerp for short.
How to escape the kill cam:
Leave the game after killing someone
Scout: "You can't hit what ain't there!"
The imagery of demoman teleporting in this void is very good
What if the sentry was picked up and placed back down? I assume it doesn't change anything, like the disconnect/reconnect case.
Wouldnt it just zoom where the sentry was
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
@@skye.palace lmao it's the latter
@@wheeI eek, thanks for the info 😂
Never knew the extend freeze command worked with kill cams. Thanks for the info
Are you telling me, the one thing Valve programmed inescapably well, was the bloody killcam?!
The camera man is the most lethal class in tf2
shounic explains how linear interpolation works for 4 minutes
watching stuff like this is interesting, because while tf2 is made of spaghetti code, it's well designed spaghetti code
Depends on when
5:02 ouch
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!
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
*DON'T RUN!
IS JUST -HAM- KILL CAM!*
0:08 it could be a best vsauce reference but you didn't put it :(
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.
In my experience the best way to avoid the cam is with a key bound to “explode.”
"if you teleport behind the camera, the camera simply teleports with you" A DBZ fight with a camera
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?
I love that feature and I'm interested too. Or how it also tracks steam profiles in screenshots that people upload
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.
is the long map along a diagonal or cardinal direction? diagonal could be 1.4x longer
This is a kind of video one would only watch at 11pm
Good thing it is 11pm
since its been patched, can you explain how bots were avoiding being kicked when votekicks succeed, but claim they have failed?
The camera knows where the killer is because it knows where he is.
It knows where he is.
*Always*
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 game turns on your webcam and starts streaming from there
I love your end dialogue stuff. It's always good.
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.
Is that true?
Camera most likely moves based on a percentage of the distance. You could technically outrun it if you also increase the movement speed exponentially.
@@uhrguhrguhrg not really. it would still catch up and get to you.
it was just a reference to this video: ua-cam.com/video/oA_p799lvO8/v-deo.html
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
1:06 Oh God, the Bots learnt how to run at the speed of sound
Man they really put a lot of time and effort into making sure the camera system works to its fullest potential, I wonder how the rest of the game is like 😀
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.
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.
Dread it, run from it, the camera still arrives
If you can watch your killer move around after he kills you, doesn't that kinda let you spy on the enemy team?
Yeah it's actually useful for seeing what disguise a Spy might be using directly after he kills you
Always remember, the Cameraman is the most powerful being in all of Cinema and Video Games alike. He can and will follow and survive EVERYTHING, regardless of the odds.
no
Yes
no
Yes
Without sound this video is trippy