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When I play a demo I only see a player in thirdperson perspective, how can I change that?
How can I use the PIP in Defrag and how does it work?
Some players seem to go around corners in high speed, how is that possible?

Answer
When I play a demo I only see a player in thirdperson perspective, how can I change that?

The command to make demo playback in firstperson is
Code::
\df_demos_CameraMode 8


How can I use the PIP in Defrag and how does it work?

\df_ghosts_MiniviewDraw [ DEFAULT: 3 RANGE: 0 TO 8 ] - turns on/off the miniview (PIP)

0 = Off
1 = On during ghost playback
2 = On for ghost playback, and for demos
3 = On for demos only
4 = Always On (1P/3P switching style - opposite of mainview)
5 = Always On, 1st Person
6 = Always On, 3rd Person
7 = Always On, Player spectating/tracking (specified by df_mp_TrackPlayerNum). PIP is main player's view if other player is outside of player view
8 = Always On (PVS), Player spectating/tracking (specified by df_mp_TrackPlayerNum). PIP is off if other player is outside of player view.

For mode 4 (always on), the miniview functions differently depending on if a ghost is playing or not.

- If a ghost not playing, then the miniview will display the opposite of the mainview, in relation to cg_thirdperson 1.

- If a ghost IS playing, and the df_ghosts_MiniviewCameraMode is set to 0, the miniview will show the player view (not the ghost view) in first person form.

- If a ghost IS playing, and the df_ghosts_MiniviewCameraMode is not 0, the miniview will use one of the ghost camera modes (the same modes that are available in df_ghost*_PlayCameraMode)


Some players seem to go around corners in high speed, how is that possible?

This is usually called wall skimming.
It's another function in the id tech 3 engine that is being exploited; the function that makes you able to go smoothly against rounded walls without sticking to it's small edges that are there but not visible.
I'm not 100% sure this information is right though.

To skim a wall, get some speed and jump near the corner of a wall. Make sure you do the jump you do is as close to the wall as possible, but not at the wall because that will make you lose speed and change direction. The thing with wall skimming is that it will make you go through the corner without losing speed.

Wall skiming is used alot in fastcaps.



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