View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004240 | Valley 1 | Suggestion | Sep 28, 2011 8:44 pm | Oct 10, 2011 10:15 am | |
Reporter | zebramatt | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | not fixable | ||
Product Version | 0.505 | ||||
Summary | 0004240: Too much ground (sometimes) | ||||
Description | A fair amount of the time I think there probably is slightly too much ground on screen. I don't mind it occasionally taking up half the screen (for especially large hills and whatnot) but generally when I'm above ground I'd like it not to occupy a third of the real estate! | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
related to | 0004313 | resolved | Chris_McElligottPark | Option to set camera focus to the mouse |
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I'm sorry, I don't understand. Can you give me a screenshot (you can take one by pressing F12) of what you are talking about? |
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How's that? |
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I think he's saying that there's too much solid ground taking up the lower part of the screen, and leaving him with too little visible sky. |
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See, but check out Screenshot_2011_09_30_14_05_09.png above. When I made the ground cropped closer to the bottom of the character, that's awesome if you're standing on flat ground like you showed. However, if there are any slopes nearby, or any holes to jump in, etc, you suddenly feel incredibly nearsighted. Given how common vertical movement is, hills and otherwise, I can't see this being a viable thing. |
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I think I'm suggesting that it remains at the level it is now except when you hit "sea level", then the bottom of the view hits some sort of floor and shifts accordingly, so you can see less solid ground. For approaching holes, no problem: they're holes in the ground, so shouldn't allow you to see into their depths immediately. But then when you descend into the cave, you move past the "sea level" floor and the camera vertically re-centres on you. |
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Good lord that's computationally complex. And typically the "sea level" would be low enough that it won't really do much anyway. I think that this is a better solution, in the end: 0004313 |
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That would add a bunch of extra logic complicating the view placement, and wouldn't work very well in the regions where you have hills and plateaux. I think this is much better solved, if at all, by something like 0004313. |
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Yeah, what Chris said. :-) |
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Sure, I'd take that over nothing! |
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* Added in a new "Mouse Cursor Dynamically Moves Camera" settings option. ** When this toggle is enabled (by default it is not), the mouse is able to pan the camera. The distance panned is roughly half the distance between the cursor and your character. ** When this mode is enabled, the "Look Ahead" key changes from its normal function to instead making the camera pan further and faster based on your mouse movements. |
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I'll give it a whirl, see how I get on! |
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It's a definite improvement, though I'm still struggling to see much outside - especially stuff in the sky - most of the time. I've taken to (rather ludicrously) using wooden platforms to compensate pretty much everywhere. I think it might be turning me into an ewok. Having the ability to hide the chunk minimap (and message log) would go a long way to resolving some of my field of view issues. Hide chunk minimap: 0004238 (last comment) http://www.arcengames.com/mantisbt/view.php?id=4238#c15483 Hide message log: 0004541 http://www.arcengames.com/mantisbt/view.php?id=4541 |
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I think it's pretty much closed on this one, then -- in terms of the ability to hide the minimap and the message log, those definitely sound like things to make available but it looks like they have their own issues and so this one can be closed. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 28, 2011 8:44 pm | zebramatt | New Issue | |
Sep 29, 2011 7:26 am | tigersfan | Note Added: 0014578 | |
Sep 29, 2011 7:26 am | tigersfan | Internal Weight | => Discussion Only |
Sep 29, 2011 7:26 am | tigersfan | Status | new => feedback |
Sep 30, 2011 1:13 pm | zebramatt | File Added: Screenshot_2011_09_30_18_02_30.png | |
Sep 30, 2011 1:13 pm | zebramatt | File Added: Screenshot_2011_09_30_18_02_30_better.png | |
Sep 30, 2011 1:34 pm | zebramatt | Note Added: 0014961 | |
Sep 30, 2011 1:34 pm | zebramatt | Status | feedback => new |
Sep 30, 2011 1:37 pm | jerith | Note Added: 0014963 | |
Sep 30, 2011 2:06 pm | Chris_McElligottPark | File Added: Screenshot_2011_09_30_14_05_09.png | |
Sep 30, 2011 2:07 pm | Chris_McElligottPark | Note Added: 0014972 | |
Sep 30, 2011 6:38 pm | zebramatt | Note Added: 0015041 | |
Sep 30, 2011 6:41 pm | Chris_McElligottPark | Note Added: 0015042 | |
Sep 30, 2011 6:41 pm | Chris_McElligottPark | Relationship added | related to 0004313 |
Sep 30, 2011 6:44 pm | jerith | Note Added: 0015044 | |
Sep 30, 2011 6:44 pm | jerith | Note Added: 0015045 | |
Oct 3, 2011 3:30 am | zebramatt | Note Added: 0015392 | |
Oct 3, 2011 11:12 pm | Chris_McElligottPark | Note Added: 0015544 | |
Oct 3, 2011 11:12 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 3, 2011 11:12 pm | Chris_McElligottPark | Status | new => feedback |
Oct 4, 2011 3:02 am | zebramatt | Note Added: 0015566 | |
Oct 4, 2011 3:02 am | zebramatt | Status | feedback => assigned |
Oct 8, 2011 1:11 pm | zebramatt | Note Added: 0016234 | |
Oct 8, 2011 1:15 pm | zebramatt | Note Edited: 0016234 | |
Oct 10, 2011 10:15 am | Chris_McElligottPark | Note Added: 0016348 | |
Oct 10, 2011 10:15 am | Chris_McElligottPark | Status | assigned => closed |
Oct 10, 2011 10:15 am | Chris_McElligottPark | Resolution | open => not fixable |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |