Alien Tilt Camera

SkwareSkware Join Date: 2006-10-31 Member: 58125Members
In the current progress page it's revealed that you will be able to toggle the alien wall-walk tilt on and off, i personally love the effect but think its too heavy. Instead of using a true/false for the tilting, why not use a scaling system, so the console line would look like
("skulk_view_tilt ##")
with the number being the strength of the effect, 0 effectively being disables, 1 being enabled, and then the in-between would be like 0.5 would be half the total tilt.

Comments

  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Probably because this would over-complicates things. Giving players too many options confuses them. I'm sure there is still work to be done in regards to the current "wonkiness" of the tilt.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    I like the Idea.
    Also add an option in the settings menu:
    - no tilt
    - slightly tilt (default option)
    - full tilt
  • ArchaicArchaic Join Date: 2008-03-30 Member: 64001Members
    if by full tilt you mean AVP, this is a good idea.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    <!--quoteo(post=1839016:date=Mar 27 2011, 05:14 PM:name=Archaic)--><div class='quotetop'>QUOTE (Archaic @ Mar 27 2011, 05:14 PM) <a href="index.php?act=findpost&pid=1839016"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if by full tilt you mean AVP, this is a good idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I do.
    Charlie showed in his video that it is possible and that they experimented with it.

    I know that not everyone likes this kind of view (I'll gett a little bit sik from that too.. but who cares) but I would like it to be an option, like I've described above.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited March 2011
    <!--quoteo(post=1838927:date=Mar 26 2011, 06:37 PM:name=Skware)--><div class='quotetop'>QUOTE (Skware @ Mar 26 2011, 06:37 PM) <a href="index.php?act=findpost&pid=1838927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In the current progress page it's revealed that you will be able to toggle the alien wall-walk tilt on and off, i personally love the effect but think its too heavy. Instead of using a true/false for the tilting, why not use a scaling system, so the console line would look like
    ("skulk_view_tilt ##")
    with the number being the strength of the effect, 0 effectively being disables, 1 being enabled, and then the in-between would be like 0.5 would be half the total tilt.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In Skulk_Client.lua you will find "Skulk.kCameraRollTiltModifier = 0.07". This is a [0,1] type of number/percentage that can be edited to your liking. Think of it as a variable and also as an undocumented <u>broken</u> option. My problem with it is setting the value to 1 will not give "AVP" mode (btw you would need to modify "Skulk:PlayerCameraCoordsAdjustment(cameraCoords)" before a value of 1 will let you go upside down on a ceiling).

    I've done some experimenting/digging and i don't think it's possible to get a real avp mode into NS2 without modifying the C++. If the devs add a function to allow us to change the "UP" direction of cameras so that the mouse + WASD keys will work with reference to a custom "UP" direction then everything else can be implemented in lua to create a real AVP MODE. Right now it's just too annoying to have left and right mouse movements reversed when on a ceiling, and it's much worse when on a wall :P
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Yeah it involves a lot more than just rotating the camera roll 180º. For instance, movement controls have to operate relative to the view model's or camera's roll (the units orientation in the world vs. the current anchored implementation). It also provides a better range of movement and maneuverability to those who are capable of using it without becoming nauseated (regardless of their subjective preference), so those who cannot play in this mode are put at a serious disadvantage. Sort of like putting a handicap on half of the player base. Understand that no company wants to release a product that does this.
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