Fixed camera position - Page 2

Fixed camera position

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Fixed camera position

Post by knorke »

you mean HAL_camlock.lua by KDR_11k?
Of course there are several wupget that move the camera around (specrun, actionfinder, "hero-mode" thing in KP etc) but imo only mildly related to this.

Thought as widget it would be easier to try out, can test it without editing the game.
It is fun to try though:
I spectated a game with it and used it a bit for playing in another match (when it was almost over anyway)
It kind of changes the way the game feels...
Maybe as modoption it might be fun.
Some notes:
-pressing TAB (full map view) breaks it and minimap minimizes.
To fix press TAB again and click the red minimap button to restore it.
-The camera goes up & down with the terrain: That is good because otherwise one would not see very much on high mountains. I think it is not really true OTA style, though.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Fixed camera position

Post by smoth »

knorke wrote:you mean HAL_camlock.lua by KDR_11k?
This is the one. It has been in there for some time. Sad I didn't update it though, the thing had many issues initially with the camera being jerky etc so I had to bug jk about it, so his name should be on there as well.

knorke wrote:-pressing TAB (full map view) breaks it and minimap minimizes.
To fix press TAB again and click the red minimap button to restore it.
Yeah, it is a known thing.
knorke wrote:-The camera goes up & down with the terrain: That is good because otherwise one would not see very much on high mountains. I think it is not really true OTA style, though.
OTA had a 2d image of terrain, the heightfield didn't really bring the units closer to the camera.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Fixed camera position

Post by CarRepairer »

You can now use the trick I use in COFC, which is to follow the smoothmesh instead of the real terrain. Would need a rewrite though.
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smoth
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Re: Fixed camera position

Post by smoth »

WOOT
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Fixed camera position

Post by Forboding Angel »

Just unbind tab?
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Fixed camera position

Post by Google_Frog »

You also have to detect when tab is used and counter it. There is probably some console command for the tab command which users could input manually. If they try to get around it this way the gadget would be able to toggle it back and take them to the ground.

If you are rewriting the camera this is probably not a problem at all.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Fixed camera position

Post by CarRepairer »

Google_Frog wrote:You also have to detect when tab is used and counter it. There is probably some console command for the tab command which users could input manually. If they try to get around it this way the gadget would be able to toggle it back and take them to the ground.

If you are rewriting the camera this is probably not a problem at all.
This is entering the realm of absurdity. If a user is so adamant on circumventing your intentions that he enters the console command for taboverview, you can write that person off. You can't control everything about a player.
Google_Frog
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Re: Fixed camera position

Post by Google_Frog »

You have to be able to. Without such control there is a clear exploit in your game.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Fixed camera position

Post by smoth »

Google_Frog wrote:You have to be able to. Without such control there is a clear exploit in your game.
maybe this should not be part of the engine hard coded and moved to lua?
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