[Bug] Inventories open "automatically" due to Click/Release interaction inconsistency

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Comments

  • ant_fioant_fio Join Date: 2017-01-26 Member: 227275Members
    edited February 2017
    Posting an update to say I added a video for this behavior description to showcase it a bit better. Forgive my lack of professionalism and slight rambling. I hope I kept it brief.

    <iframe width="560" height="315" src="https://www.youtube.com/embed/JJbVbsp6GCE&quot; frameborder="0" allowfullscreen></iframe>

    Edit: Excited to say that this got noticed by devs and made it on the trello! Thanks guys. I'll shut up about it now.
  • ant_fioant_fio Join Date: 2017-01-26 Member: 227275Members
    edited February 2017
    And I promise I'll stay shut up about it. Just wanted to say thanks to Devs, and Vyacheslav Sedovich (again!) for his work on this. The card went from Todo to doing way sooner than I anticipated, and I can tell it has taken a solid chunk of work to alter (more than one) inventory objects to use a new IHandTarget interface as well as other pre-refactorization changes to the up/down event cycles; it appears he's doing a good bit of refactoring in his attempt to clean up the interactive objects at large. It is pretty cool to see the effort go in.

    G6ezDPf.png
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    narfblat wrote: »
    I found something odd in my own investigation. Background: the range that allows you to click a locker is slightly larger than the range to actually open a locker. Trying to open a locker when between the 2 ranges leaves the player unable to turn or do anything other than move forward, back, or click the mouse button. I used to think this meant you had to get closer, then click to open the locker. However, you are actually freed on mouse click. Thus you can escape this state by clicking and holding the mouse button until you face away.

    I ran into this in my Cyclops only, not in my seabases. Specifically, the error happened when I didn't re-dock a formerly docked submersible in the Cyclops and re-entered by free swimming. The only way to un-glitch it was to exit and re-enter the sub.

    The key difference, though, was I was able to escape that glitch by hitting Tab - the PDA was being called, but it was invisible. Tab to put away the "invisible" PDA freed me to move normally again. Have you tried that in your situation?
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