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- Official Tutorial for the Tribes Vengeance Edition of RypelCam
  - 1. Installation
    - 1.1 : Put the Cam.u into the program/bin folder
    - 1.2 : Make a copy of the TribesGUI.ini located in the content/system folder. You will need to modify this file but then the Audio Options menu will not work normal anymore. That is why you should make a copy of the original TribesGUI file first, so that you can still go back to the original file for normal play, when youre not using RypelCam
    - 1.3 : Now open the TribesGUI.ini and replace the line ControlSpecs=(ClassName="TribesGui.TribesOptionsAudioPanel",ObjName="TribesOptionsAudioPanel") with ControlSpecs=(ClassName="Cam.MyOptionsAudioPanel",ObjName="TribesOptionsAudioPanel")
    - 1.4 : RypelCam will use a lot of keys on your keyboard by default(see chapter 11), so it can happen that your current keybinds conflict with RypelCam. Cause of that it is recommended to make 2 inis. One for RypelCam and one for playing. RypelCam for example uses all the F and the Numpad keys together with some alphabetic keys. So you should remove your keybinds if they onflict with the RypelCam binds. But not removing them will not mean that RypelCam wont work. If you have a keybind for example on the F keys and you hit that key when RypelCam is activated, both functions will be executed. The normal and the RypelCam one. So you will notice when one of your keybinds makes problems together with a RypelCam bind.
  - 2. Basics
    - 2.1 : To activate RypelCam open the Audio Options Menu after starting a demo. This just loads RypelCam. You will not see a visual difference in this menu and you will not control RypelCam with it. You just need to open it once after starting a demo. Once activated, RypelCam remains active till you quit Tribes Vengeance. So you will not need to repeat this activation step if you just restart a demo. More about restarting demos can be found in chapter 3. I know this method to activate RypelCam sounds strange but it is how it is :>
    - 2.2 : First get yourself familiar with the spectatorcam. To view it hit the 'k' key. Then you can move it with the 'w,a,s,d,shift,space' keys. You turn it with the mouse but it kinda uses the position of the windows mousepointer. This means that the mousepointer will eventually hit the boarder of your screen, while you move arround with the speccam. The mousepointer mostly is invisible while in Tribes so you cant see this, but you will notice when this happens cause the speccam will stop turning even if you move the mouse further. So for example if you want to make a full 180 degree turn with the speccam, you will most likely have to reposition the 'virtual' mousepointer at least one time in order to make the full turn. To do this stop moving and move your mouse away from the direction you are turning(to get it away from the boarder of your screen so to speak), then you can go on turning and moving.
      You can change the speed of the speccam to fixed speeds with the '1' to '9' number keys or you can change the speed smoothly with the 'Numpad1/Numpad2' keys.
      Hint: the '1' key will reduce the speed to 0. Since you can only change the speccams orientation while hitting a movementkey, setting it to zero speed and pressing 'w' for example is the only way to look arround without moving the speccam. This way you can get the right angles for your scenes.
    - 2.3 : Next you will need to know what a Campoint is. Campoints are "keypoints" that you place in the map to define the way youre Camera should take. The Cam will fly through all the Campoints and will compute a smooth path between them. A Campoint also saves "keytimes" and the Cam can compute its speed based on this times. However this is optional. You can also control the speed of the Cam by hitting the speedkeys, that are also used for the speccam(1-9 and/or Numpad1/2). You can read more about timing in chapter 4.
    - 2.4 : To make a Campath you have to create at least 4 Campoints. To create a Campoint fly with the speccam('k') to a point in the map where you want a Campoint and then hit 'Numpad5'. A Campoint will be created that saves location,direction(in which your looking) and the time of its creation.
      This already completes a basic Cam.
    - 2.5 : After you have placed at least 4 Campoints you can make the Cam move through them by hitting the 'Numpad3' key. You can make the Campath invisible for recording with the Numpad9 key. It will cycle through 3 different view modes(everything invisible, everything visible, only Campoints but not the path between them visible).
      To add more Campoints go back to the speccam view('k' key) and then you can go on placing Campoints. You can create up to 150 Campoints and you can preview your Campath anytime with 'Numpad3'(but remember the "at least 4 Campoints rule". With less then 3 Campoints you can preview your path)
    - 2.6 : Sometimes RypelCam can not allow you the creation of a new Campoint. This mostly happens when you try to create a Campoint that is too close to the previous Campoint. What "too close" or "too far away" means depends. It depends on the smallest distance between 2 Campoints in your path. The longest distance between 2 Campoints can not be greater then 15 times the smallest distance between 2 Campoints in your path. And the smallest distance is not allowed to be 15 times shorter then the longest distance.
  - 3. Saving and Loading
    - 3.1 : Unfortunally Tribes Vengeance doesent allow saving like UT2004 does so i came up with a different solution that isent as powerfull as the UT2004 saving, but at least it allows you to restart a demo without loosing your Campath. This means you can save a Campath and you can reload it as long as you dont restart the Game. But as soon as you quit T:V and start it again there is no way to get your Campath back.
    - 3.2 : To save and to reload a Campath use F7(saving) and F8(loading).
      --- But before you can reload a Campath with F8 you first have to hit F4 after restarting the demo. This is to 'reset' some parameters. Without this step the Cam will not work after restarting a demo. ---
    - 3.3 : You can also reload a Campath if you dont restart the demo. For example if youre not so happy with some Campoints you just made you can hit F8 to go back to an earlier version of your Campath(if you saved that).
  - 4. Timing
    - 4.1 : To control the speed of the Cam is obviously a very important thing to do. To control the speed with RypelCam is not difficult but to make it look "good" and to make it flow nicely with the players/things you are recording, is kinda difficult and you will have to practise that.
      You have two possibilities to control the Cams movement speed. Both have advantages and disadvantages.
    - 4.2 : Controlling the Speed manually:
      When you are activating your Cam with 'Numpad3' it will automatically put you in the Cam view and it will travel along the path automatically. Then you can use the keys '1-9' and/or 'Numpad1/Numpad2' to change the Cams speed, just like you can change the speccam speed when you are in speccam view.
      The advantage of this method is that you have full control over the speed and when to accellerate/deccellerate. The disadvantages are that you have to be fast in order to keep up with the gameplay and that it can look a bit more jerky then the automatic timing.
    - 4.3 : Controlling the speed automatically:
      When you place a Campoint it saves the time of its creation. The Cam can use this information to adjust its speed and to accellerate/decellerate smoothly on its own, so that it will automatically reach the times of the Campoints.
      In order to do this you first create the Campoints at the specific times then you save the path, reload the demo and the path(see chapter 3) and then hit F5 to activate the automatic timing mode. Then all you have to do is to wait for the path to begin. Your view will automatically change into the Cams view and the Cam will automatically start.
      Sometimes it might happen that the Cam doesent start or starts too late. Im still investigating the reasons for this. But in 90% of the cases it should work. However if it doesent(and youre sure that you did hit F5 after reloading the path) then you can try to fix it by assigning the first Campoint a new time. How this is done is described in 7.2.
      You should also use Markers to your advantage to plan the Campath. A good strategy is to first position some Campoints at specific times somewhere in the map. Then you can reposition them according to the Markers(See chapter 5).
  - 5. Markers
    - 5.1 : To place your Campoints properly Markers are very usefull. They help you getting an overview of the scene you want to record. The idea behind them is to place visible marks in the level that help you to remember where players or projectiles moved. Especially since you cant really pause the payermovement in the demos it would be very hard to place Campoints properly without markers. By using markers you can first place markers at playerpositions and then you can restart the demo and can replace the Campoints according to the Markers.
    - 5.2 : If you go into "Marker-Mode" with F6, Markers are placed whenever you place a new Campoint(Numpad5). Normally markers are placed at the current positions of all the players within a certain range. If you only want to place Markers for one player or one projectile, then first select the player with Numpad0 or the projectile with Numpad6. Hit the Numpad key till the player or projectile you want to place markers for is shown in the middle of the screen. Then go back into spec mode(k key) and now whenever you place a Campoint, Markers are only placed at the current position of the player/projectile you selected.
    - 5.3 : Markers are saved like the rest of the Campath with F7 and loaded with F8. You can make them invisible with Numpad9.
    - 5.4 : To help you getting an overview of the order in which the Markers were created(and at which (Level-)times) you can hit F11 and then F12 to cycle through the Markers. This will select a group of markers that were created at the same time and will show the time. The time is "Leveltime" not Gametime(Leveltime is the time in seconds till the demo was started).
      Displaying the times is a bit bugged which results in some additional times that show up at places where no Marker is. But when you move the speccam arround a bit you will notice which time is bound to a real Marker and which is not.
    - 5.5 : A good strategy is to first make a few Campoints together with Markers at key moments. Where exactly you place the Campoints is not so important at first, since you can replace them later. How to replace Campoints is described in chapter 7.
      Let me try to explain how i mean this with an example:
      Lets say you want a Cam that flys close to a player and follows him wherever he goes. A good way to do this is by using automatic timing(4.3) together with Markers. First follow the player with the speccam and create some Campoints. That you create the Campoints close to the player at first isent important since you can change their positions later. But at first you just create some Campoints and the corresponding Markers. Then restart the demo, select the first Campoint and place it closer to the first Marker. Then select the second Campoint and place it closer to the second Marker and so on. When you replace the Campoints by default their times will not be touched so they are still in sync with the Markers. Then restart the demo again, activate automatic timing(F5) and you will have a Cam that flys close to the specific player.
  - 6. Locking the Camview directly onto a Player or Projectile
    - 6.1 : For example if you want to make a Camera that flys arround a player in a Circle, you might want to "lock" the view onto the player. This can be done with this feature.
    - 6.2 : First you select a player with Numpad0 or a Projectile with Numpad6. Once you see the thing you want to lock the view on, the Cam will remember what you selected this way. Once the Cam is started(manually or automatically) you can make it lock onto this target with Numpad*(on some keyboards it looks more like Numpad'x'). Hit Numpad* again if you want to turn the mode off.
  - 7. Deleting Campoints and Changing their positions
    - 7.1 : You can delete the last Campoint with Numpad4. This way you can delete the whole Campath too, by deleting the last Campoint iterative till all are deleted. This is also the only way(besides reloading a old path) to erase the whole Campath or parts of it.
    - 7.2 : You can change the position of a Campoint. To do this first select it with Numpad-/+, then switch back to the speccam and fly to a new location for that Campoint and hit the Z key. This will move the Campoint to this new location. Normally only the position and not the time of a Campoint is changed with this, but you can also assign a Campoint a new time(that is used in automatic timing mode. See 4.3) by hitting the B key first before you make a new location with the Z key. Changing only time without changing the location is not possible. However you could achieve this if you stay very close with the speccam to the old location of the Campoint, when hitting the Z key, so that the Campoint will hardly move.
  - 8. Changing Roll and Field-of-View(FOV)
    - 8.1 : If you want to make your Cam a littlebit more unique and dynamic you can assign some Campoints different values for roll and fov. RypelCam will then compute smooth transitions between this settings.
    - 8.2 : First select a Campoint with Numpad-/+ and then you can use Numpad7/8 to change roll or fov. 'Roll' means making the Cam lean left or right. By default Numpad7/8 will change roll, but if you hit the 'O' key it will switch into a mode where Numpad7/8 changes the FOV value of the selected Campoint instead.
      When you hit Numpad7/8 dont hold the key down. Only press the keys one time and press them another time when a setting you like is reached.
      (Once youve made this changes to one or more Campoints you can hit Numpad3 to start the Cam and to see the result of your changes.)
  - 9. Pathedit Mode
    - 9.1 : Remember that when you place a minimum of 4 Campoints, RypelCam will compute a smooth Campath that connects these Campoints. In some situations you might want to change this path without changing the Campoints. For example if you placed the Campoints close to a hill, the resulting Campath might cut through the hill. In Pathedit Mode you can change the path so that it doesent cut through the hill anymore. Another example would be that you want sharper or softer turns. This can also be accomplished.
    - 9.2 : First you have to hit F3 to enable this editing Mode. After enabling it you can use NumPad+ and NumPad- to select a Campoint. Then use NumPad'1' and/or NumPad'2' and you can see how the path arround the selected Campoint changes. This will mostly change the Campath between the current selected Campoint and its Predecessor.
  - 10. Some important things you need to remember
    - 10.1 : Before you can reload a Campath with F8 you first have to hit F4 after restarting the demo. This is to 'reset' some parameters. Without this step the Cam will not work after restarting a demo
    - 10.2 : If you have Marker Times displayed(F11) you need to hit F11 again to disable them before you close and reload the demo. Otherwise restarting the demo will crash the game.
  - Keybind Overview
    - F2 - Pauses the demo. But due to changes the Tribes Vengeance team made to the movementsystem in the Unreal Engine pausing is bugged and only "visually" pauses the demo. Internally the players will still move even if the demo is paused. So when you unpause you will see the effect that the players are suddenly at different places.
    - F3 - Toggles Pathedit Mode on/off. You can read more about Pathedit Mode in Chapter 7.
    - F4 - Necessary key to reset the Cam after restarting a demo. See chapter 3.2 for more details.
    - F5 - Toggles Timedpath Mode on/off. See chapter 4.3.
    - F6 - Toggles Marker Mode on/off. See chapter 5.
    - F7 - Save function. See chapter 3.
    - F8 - Load function. See chapter 3.
    - F9 - Shows the level in Wireframe Mode
    - F10 - Shows the distances from your current location to the Campoints you made.
    - F11 - show Marker Times. See chapter 5.
    - F12 - If you did hit F11 you can cycle through the Markers with F12. See chapter 5.
    - Numpad1/2 - Changes either Speccam speed or Camera speed. Or if you are in Pathedit Mode this keys can change the shape of the Campath. See 2.2, 4.2 and 7.
    - Numpad0 - Selects a Player as target or as reference object for Markers. See 5.2 and chapter 6.
    - Numpad-/+ - Selects a Campoint so that you can roll it, replace it, or to change the path next to it. See 6.3, 7 and 9.
    - Numpad5 - Creates a new Campoint. See chapter 2 and 5.2.
    - Numpad3 - Puts you into Cam view and manually starts the Camera. See 2.5.
    - Numpad6 - Selects a Projectile(discs etc.) as target or as reference object for Markers. See 5.2 and chapter 6.
    - Numpad9 - Makes the Campath and Markers invisible. See 2.5 and 5.3.
    - Numpad7/8 - Used to change roll/fov for Campoints
    - NumpadX(/Numpad*) - If a target was selected with Numpad0 or Numpad6 this makes the Camera centering this target. See chapter 6.
    - O - The 'O' key(not the zero key) is used to switch between rollmode and fovmode. See chapter 8.
    - 1-9 - The Number keys on your keyboard can be used to change the speed of either the speccam or your camera quickly. See 2.2.
    - Numpad4 - Deletes the last Campoint. See 7.1.
    - Z - Assigns a Campoint a new location. See 7.2.
    - B - Also changes a Campoints time if it is assigned a new location. See 7.2.
    - K - Changes the View to the speccam. See 2.2.
    - WASD,SHIFT,SPACE - used to move the speccam. See 2.2.
    - H - Shows some Info about keys and currently active modes directly on the screen.
    - U - Lets you move through walls/hills with the speccam. In other words the speccam will not collide with the world anymore.
    - . - Shows coordinates, rotation and FOV of the current speccam,cam or Campoint location.
    - P - If you hit this key and pause the demo with F2 while your playing a Campath the Cam will also stop moving. Otherwise it will continue moving(but only if it is not in timedpath/automatic mode. In Automatic timing mode the Cam will never move when the demo is paused).