Skulk Camera Flip on Wall/ceiling climbs
virginboy
Join Date: 2013-08-05 Member: 186577Members
I think it would help if the view would flip realistically like in the Aliens vs. Predator games. I'm not saying it has to completely replace the mode it has now, I think this should be an OPTION the player can toggle on or off in the options tab. The current way it is, it is really hard to run along the ceilings because there is so many buttresses and frames and junk in the way. I try to walk over them but I keep falling off because i have to be CONSTANTLY facing the ceiling to stay on it as I am running. I think it should be like, you hold down Lshift or capslock to stay on the ceiling so it would automatically hug the ceiling as you walk over ledges, then you release it or jump to get off. Pretty much exactly how Aliens vs. Predator does it.
Please consider this, I saw that you all tried it in one of your old alpha videos so, it shouldn't be much work to add this feature.
Please consider this, I saw that you all tried it in one of your old alpha videos so, it shouldn't be much work to add this feature.
Comments
No thank you! worst idea ever. i really like the current camera for skulk. makes sense to me.
It should be optional.
I really liked the effect and made it easier to navigate the ceiling.The best part is if you were holding shift you would not fall off the wall and the surfaces were designed with wall crawling in mind.
I would like to stick to walls better with the current system but the camera viewing and holding a button to "stick" seem more intuitive.
This would also require quite a bit of work and would have to be a server side modification with client.
For example, when you press 'A' on the ground, you move in a negative x direction, or left from your orientation.
Then, if you imagine that you are now rotated 90 degrees on a wall to your right, pressing 'A' will move you in a negative x direction, except that x direction is absolute and not relative to your view, so you fly off the wall in an upward direction (according to your view). To someone on the ground, you moved left off the wall.
The mouse movement gets even more messed up because it uses two angles to determine your view (pitch and yaw), and they are also tied to a ground orientation, meaning that pitching your mouse up while sideways (same 90 degree position before) will pitch your view UP relative to the ground, but it will yaw to the right relative to the wall.
Sigh.
Note: It might not be the x axis but instead the z axis that I am talking about, I'll figure it out when I start messing with the code
urghh
I feel unwell just imagining it.
It wouldn't be terribly hard to add a option that allows you to switch between no tilt, the slight tilt that is in the game now, and full rotation.
The real challenge is changing the input so that everything works relative to your camera when wallwalking.
Add half a second delay. Done.
edit: I actually played on a server once where marine movement produced similar camera movements. I felt a bit sick afterwards.
The game already has a camera speed option, it would be possible to make a slider that accompanies the mod to adjust the rotation speed to your liking. It might even be possible to automatically adjust the speed depending on the difference of the angles (would have to fix control issues before I start on this).
As far as I've seen, no one has got the controls to work 100% from any angle, although there have been a lot of ideas in threads, such as http://forums.unknownworlds.com/discussion/115601/skulk-view-rotation (Warning: Lots of math involving vectors).
Also,
The old dev video that showed full view rotation didn't show enough of the sideways and upsidedown footage for viewers to realize that it didn't work correctly.