Please, just a few things to enhance FPS view

Please, just a few things to enhance FPS view

Requests for features in the spring code.

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Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Please, just a few things to enhance FPS view

Post by Aurora »

Looking at the battle from a unit's point of view is awesome, especially if you've lost in a multi-team match and you just want to roam around with your last unit. However, it's a pain in the ass to control units. Here's three feature requests, in order of importance:

1. Option to turn off inverted mouse Y axis
2. Option to change mouse sensitivity (FPS view)
3. Otion to make the unit turn where you aim

I know FPS view is probably at the bottom of the to-do list, if it even is on it, but It'd just make it soooo much better even only with the first change. Inverted mouselook FTL. :(
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

You know, there is a settings program and if you search a little, you will find that the points 1 and 2 are already possible.
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

Oh :oops: I didn't notice them, now I see...
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

I think the the more important is making the weapons shot freely, winhout being limited by the fact that there is nothing/allied stuff where they are aiming. (Maybe this already exists in that "free shooting mode" that aparear then you hold down the right mouse button but it never worked for me so I guess its not working yet...)
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Re: Please, just a few things to enhance FPS view

Post by Strategia »

JJ45 wrote:Inverted mouselook FTL. :(
I thought the same thing at first. Now I'm used to it (esp. with aircraft!) and I don't want anything else. Heck, I've even switched to inverted Y axis with Halo 2 on Xbox.
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

How anyone can play an FPS without inverting their mouse is beyond me :P
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Others ideas :
-A key to re-align the 'turret angle' (the blue arrow) onto the unit angle (the green arrow).
-Use the weapon's name (defined in the tdf) instead of 'weapon1/2/3/...' for the weapon's status.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Use the weapon's name (defined in the tdf) instead of 'weapon1/2/3/...' for the weapon's status.
If i could figure out where the classes are that deal with the fps view, i'd take a crack at this.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

Fluid cursor motion that doesn't snap to an invisible grid would be nice.
It's easily the most annoying thing about fps mode.
Also a jump button, and a strafe button, and....
oh screw it i'll just go play quake...
RaiFox
Posts: 40
Joined: 06 Oct 2006, 16:12

Post by RaiFox »

Great idea! someone make a quake mod.

Than no one can claim that Spring isn't the best RTS engine.
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

I think strafe (and probably also jump) is very hard (read: not possible) with the current engine.

And anyhow we always have quake '). I agree there could be some improvements to FPS mode but still do not forget this is a RTS. Otherwise the next thing people will want will be an ingame text editor and mail reader and.... :P
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

You could probably jump with a hacky workaround, such as a weapon that has a firing arc that allows it to fire only straight down...it does no damage but has a lot of impulse force.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

You mean with current scripting it isn't possible. Your rocket jump idea won't work because of fall damge being quite excessive.
However both could be coded - though strafe would be delayed by the turn rate. (turn toward strafe direction while simultaneously turning torso to maintain aim).
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

FLOZi wrote:
Use the weapon's name (defined in the tdf) instead of 'weapon1/2/3/...' for the weapon's status.
If i could figure out where the classes are that deal with the fps view, i'd take a crack at this.
Image

Needs a little tweaking and foolproofing, but, tada.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Do we have the same level of flexibility with FPS mode vision in terms of LUA scripting that the rest of the interface offers?

If that's the case, then some EXTREMELY amazing things could be done...
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Image
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

So why wouldnt it be possible to create some sort of transparent graphic, place it on the screen with lua, so that we could have a sort of 'cockpit view' ?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It's probably possible but noone wants to bother with it because FPS mode is little more than a toy or debugging feature (helps with detecting aiming code errors).
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

I believe this feature to have HUGE potential. Maybe I should quit school, learn C++ again and then make a patch. D: RAaaagarg.
Aurora
Posts: 94
Joined: 22 Oct 2006, 01:16

Post by Aurora »

Cabbage wrote:How anyone can play an FPS without inverting their mouse is beyond me :P
How anyone can play an FPS with inverted mouse Y-axis is beyond me. Flying planes with inverted Y-axis feels normal, though.
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