Widget: Complete Control Camera (v0.19) - Page 3

Widget: Complete Control Camera (v0.19)

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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CarRepairer
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Re: Widget: Complete Control Camera (v0.09)

Post by CarRepairer »

manolo_ wrote:
CarRepairer wrote:
manolo_ wrote:thx for adding the invert-zooming version to 0.1, but the settings arent stored somewhere. e.g. luaui reload and my settings for that widget are gone (also happend when a new game started)
I don't understand. Crudemenu and IceUI will save the settings used by this widget. Otherwise you must have edited the file itself. Reloading a game shouldn't matter. What setting in particular?
i use it with iceui, but it doesnt save any setting (scroolspeed, inverted zooming,...)
I'll have to check with Meltrax then, if he's still alive somewhere.

As a temporary measure you can edit the "value" entries in the options table in the file itself. Sorry about that.
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CarRepairer
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Re: Widget: Complete Control Camera (v0.09)

Post by CarRepairer »

manolo_ wrote:
CarRepairer wrote:
manolo_ wrote:thx for adding the invert-zooming version to 0.1, but the settings arent stored somewhere. e.g. luaui reload and my settings for that widget are gone (also happend when a new game started)
I don't understand. Crudemenu and IceUI will save the settings used by this widget. Otherwise you must have edited the file itself. Reloading a game shouldn't matter. What setting in particular?
i use it with iceui, but it doesnt save any setting (scroolspeed, inverted zooming,...)
I'll have to check with Meltrax then, if he's still alive somewhere.

As a temporary measure you can edit the "value" entries in the options table in the file itself. Sorry about that.
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manolo_
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Re: Widget: Complete Control Camera (v0.10)

Post by manolo_ »

i checked it again, it seems to be a bug of iceui, coz it doesnt saves the changes of settings of iceui too
Gedanken
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Re: Widget: Complete Control Camera (v0.10)

Post by Gedanken »

Can't you simply make another activation key and an option for normal scroll to appease everyone rather than have them not use your widget?
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MidKnight
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Re: Widget: Complete Control Camera (v0.10)

Post by MidKnight »

Just dropping in to say that although I, personally, can't get used to it, this camera has some pretty cool features and is pretty great all-in-all. The amount of flexibility it allows is astounding.
Car's also done a great job responding to user feedback and phasing in new preferences. Kudos! :-)
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CarRepairer
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Re: Widget: Complete Control Camera (v0.10)

Post by CarRepairer »

Gedanken wrote:an option for normal scroll
CarRepairer wrote:If smoothscroll isn't your thing, you can use spring-style scrolling. (If you don't have Crudemenu or IceUI, follow these instructions.)
And thank you, Midknight.
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CarRepairer
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Re: Widget: Complete Control Camera (v0.11)

Post by CarRepairer »

v0.11: Follow ally cursors while you spectate. Works with the Ally Cursors widget.

See first post for details.
slogic
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Re: Widget: Complete Control Camera (v0.15)

Post by slogic »

It does not remember last cam position.
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CarRepairer
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Re: Widget: Complete Control Camera (v0.15)

Post by CarRepairer »

slogic wrote:It does not remember last cam position.
Between what, games?
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manolo_
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Re: Widget: Complete Control Camera (v0.16)

Post by manolo_ »

nvm
slogic
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Re: Widget: Complete Control Camera (v0.15)

Post by slogic »

CarRepairer wrote:
slogic wrote:It does not remember last cam position.
Between what, games?
Yep. Or do i need proper GUI framework for that?
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CarRepairer
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Re: Widget: Complete Control Camera (v0.16)

Post by CarRepairer »

I'm not sure what you want. Camera position is meaningless between games. Each map is different. Most games move the camera to the commander when you begin the battle.
slogic
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Re: Widget: Complete Control Camera (v0.16)

Post by slogic »

Under position I meant height and angle of the cam, not coordinates. Sorry for mess with definitions.
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CarRepairer
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Re: Widget: Complete Control Camera (v0.16)

Post by CarRepairer »

Sorry it does not save height and angle between games. I'll consider adding the feature.
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manolo_
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Re: Widget: Complete Control Camera (v0.16)

Post by manolo_ »

bug:

when using this look around widget (key n and then jump, fly,...) and press m again, ccc dont go back to the original view, it stays in that position from the other widget
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CarRepairer
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Re: Widget: Complete Control Camera (v0.16)

Post by CarRepairer »

manolo_ wrote:bug:

when using this look around widget (key n and then jump, fly,...) and press m again, ccc dont go back to the original view, it stays in that position from the other widget
Not a bug. You're referring to the fps camera widget. I can't make it compatible with other camera widgets unless I rewrite those other widgets. Nothing I can do.
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manolo_
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Re: Widget: Complete Control Camera (v0.19)

Post by manolo_ »

k, its specrun and ccc doesnt saves the settings under iceui :(
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CarRepairer
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Re: Widget: Complete Control Camera (v0.19)

Post by CarRepairer »

manolo_ wrote:ccc doesnt saves the settings under iceui :(
You must summon the spirit of Meltrax from the great beyond to come and fix it.
MaDDoX
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Re: Widget: Complete Control Camera (v0.19)

Post by MaDDoX »

Just kicking in for a couple kudos and a little contribution to the project.

First, CarRepairer, you should be worshipped! This camera system is awesome, people not "getting it" truly amazes me - they're probably used to toy-car-rolling their mouse just to scroll like in Warcraft3. Recent C&C games has had this system for years and it rocks.

Now, I've noticed a couple minor issues, and being a developer myself I decided to take a look and see what I could do. Since the code was so ridiculously clear, it was a walk in the park in fact - thx, thx, thx! As for the issues, basically what I found was that "Invert Zoom" (which I found a much more intuitive setting) wasn't properly updating the ctrl+MMB rotation so using the ctrl+MMB scroll and rotations gave opposite rotation results. It's now normalized so that both wheel up actions always "looks up". The other problem was that "reset camera" did a very rough translation which took my focus away from the battle and made me waste precious seconds. This was especially noticeable when a unit in first-person view was destroyed, I ended up with a weird angle and having to reset the view took you to an even weirder angle. So I updated it to something I felt to be more natural and comfortable - that's up to taste of course but I believe it's sensibly better than the way it was.

There's still one minor issue I haven't delved into, basically when you "track" something the camera rotation gets completely messed up - and resetting the camera disables the tracking of course. Not sure if there's an easy solution for that, maybe having a special track mode just for CCC? Anyways, here goes my tweaked version, I hope someone find it of use:

Complete Control Camera - MaDD patch

All credits go to CarRepairer of course, /me not worthy :)
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