Zoom from cursor
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Zoom from cursor
When you zoom in, it zooms to the location the cursor is at. When you zoom out though it just zooms normally.
Re: Zoom from cursor
That's current behavior, right? You're requesting a way to also zoom out from the cursor location?
Re: Zoom from cursor
I want to propose to change the way the TA camera style works.
A new camera can be added but i feel like what I'm about to propose,which is used in another game,is better in every way.
This camera is used in Supcom:Forged Alliances.
The difference between the TA and SupCom cameras is that in SupCom,when you zoom out the camera zooms out from your cursor until it meets one of the map borders,than,it will keep zooming out but only towards the other borders,slowly centering and eventually revealing the entire map form a top down view.
The point you were zooming out of always stays in your sight,you dont see much of the area outside the map and you can smoothly zoom out completely until you see the entire map from above.
ATM you only zoom to a certain height,you can't smoothly zoom out to see the entire map from every place on the map,in some cases you see a lot of the area outside the map and you need to press a special button,Tab,to zoom out completely.
A new camera can be added but i feel like what I'm about to propose,which is used in another game,is better in every way.
This camera is used in Supcom:Forged Alliances.
The difference between the TA and SupCom cameras is that in SupCom,when you zoom out the camera zooms out from your cursor until it meets one of the map borders,than,it will keep zooming out but only towards the other borders,slowly centering and eventually revealing the entire map form a top down view.
The point you were zooming out of always stays in your sight,you dont see much of the area outside the map and you can smoothly zoom out completely until you see the entire map from above.
ATM you only zoom to a certain height,you can't smoothly zoom out to see the entire map from every place on the map,in some cases you see a lot of the area outside the map and you need to press a special button,Tab,to zoom out completely.
Last edited by Gota on 13 Aug 2009, 21:13, edited 1 time in total.
Re: Zoom from cursor
+1 to Gotas version
Re: Zoom from cursor
I concurr, this would be a superior camera implementation.
Re: Zoom from cursor
He just repeated what I said with more words 

Re: Zoom from cursor
For anyone interested in impementing it:
have a look at the OverheadController, copy paste it to a new class, or just inherit from it, and add references in CameraHandler.
Code: Select all
rts/Game/CameraHandler.cpp
rts/Game/Camera/OverheadController.*
Re: Zoom from cursor
I, uh, read your post and responded. Then I read his. Don't worry, you've not been entirely eclipsed.Caydr wrote:He just repeated what I said with more words
Re: Zoom from cursor
Now it's on.Gota wrote:Heh
Re: Zoom from cursor
Interesting. This sounds like a good place to make my first patch. I'll look into it.
Re: Zoom from cursor
While talk is on the Camerahandler, can I mention that the Orbitcam seems to be totally broken? Or is that just me ...
Edit: just read Gota's post - I'm trying to knock together a Luawidget that keeps the map edge out of sight (whether zooming or scrolling) - but probably the better way to do that is via the engine I guess... Revenge, if you really go for it, maybe we can coordinate ?
Edit: just read Gota's post - I'm trying to knock together a Luawidget that keeps the map edge out of sight (whether zooming or scrolling) - but probably the better way to do that is via the engine I guess... Revenge, if you really go for it, maybe we can coordinate ?
Re: Zoom from cursor
The Orbitcam is perfectly fine, you just have to know how to use it.
Re: Zoom from cursor
More importantly, for the people who want to play the game rather than orbit around it, it's impossible to disable right now.
Re: Zoom from cursor
If you want to imply something isn't useful, focus less on trying to make the next snappy (but in reality just idiotic troll) comment and more on actually giving reasons why.springsettings.cfg and .springrc wrote: OrbitControllerEnabled=0
Re: Zoom from cursor
Thanks for the hint Kloot - I'd not realised that!
In all honesty, Caydr had asked here on how disabling some cameras might be done (though the thread title is not very helpful) - and hadn't recieved any decent answers (mine were only half-knowledge). So I can understand he's a bit frustrated.
I'll admit that doesn't excuse the snapishness, of course.
In all honesty, Caydr had asked here on how disabling some cameras might be done (though the thread title is not very helpful) - and hadn't recieved any decent answers (mine were only half-knowledge). So I can understand he's a bit frustrated.
I'll admit that doesn't excuse the snapishness, of course.
Re: Zoom from cursor
I apologize if I am perceived as being snappy. I am frequently misunderstood as being upset or angry because on serious posts, especially ones that I have a very strong opinion on, I just get right to the point without a lot of pleasantries and... nomenclature. I will try to use a little honey in the future instead of vinegar.
A console command, a CFG file edit, or an lua script might as well not even be possible. It should not take developer knowledge to understand and modify basic controls, especially ones that are functionally (gameplay-wise) useless. If it took a developer to answer such a simple thing, there's a problem. I checked in 0.8rc and it's still not possible to disable these camera modes via the game's own setup program, which is ridiculous.
I remind you that it is - apparently - also impossible to disable either shift+middle or ctrl+middle from cycling camera modes. So there's actually two identical controls right next to each other that can't be modified or disabled and which the majority of the player base doesn't even use. And which, just for fun, are things that could commonly be used in combination for other, more sensible, purposes.
For instance, you're building structures and want to move the screen. You continue to hold down shift, then push the middle mouse button. Whoops. Now you have to push it a minimum of two more times just to get back into a playable camera mode, or 7 times or something if you don't have the good sense to turn off all the ones that can actually be disabled.
I'll make a poll, "what camera modes do you use in gameplay", perhaps it will shed some light on the situation. It is always possible that I am only making unfounded assumptions and I'm the only one that plays primarily in top-down mode.
A console command, a CFG file edit, or an lua script might as well not even be possible. It should not take developer knowledge to understand and modify basic controls, especially ones that are functionally (gameplay-wise) useless. If it took a developer to answer such a simple thing, there's a problem. I checked in 0.8rc and it's still not possible to disable these camera modes via the game's own setup program, which is ridiculous.
I remind you that it is - apparently - also impossible to disable either shift+middle or ctrl+middle from cycling camera modes. So there's actually two identical controls right next to each other that can't be modified or disabled and which the majority of the player base doesn't even use. And which, just for fun, are things that could commonly be used in combination for other, more sensible, purposes.
For instance, you're building structures and want to move the screen. You continue to hold down shift, then push the middle mouse button. Whoops. Now you have to push it a minimum of two more times just to get back into a playable camera mode, or 7 times or something if you don't have the good sense to turn off all the ones that can actually be disabled.
I'll make a poll, "what camera modes do you use in gameplay", perhaps it will shed some light on the situation. It is always possible that I am only making unfounded assumptions and I'm the only one that plays primarily in top-down mode.