Movement clearly bugged, or feature?

askerasker Join Date: 2012-01-29 Member: 142449Members, WC 2013 - Silver
edited January 2012 in NS2 General Discussion
Hi!

Long time pre-orderer here, just got into beta testing.

I just have a question regarding the movement. The forward / backward momentum gained from pressing the movement keys seems to be a vector perpendicular to the y-angle of my aim. This results in the forward/backward movement speed being slower the more sloped my aim is, until being completely nullified if I aim straight up or down.

It seems such an easily spotted mistake that it should've been caught early in the engine development cycle, unless it was the intended behaviour. It's incredibly annoying, coming from the HL1 mod which features incredibly solid and smooth controls.

Edit:
This happens only when you move forward (or backward) and strafe at the same time. The strafe speed remains constant but the forward momentum depends on your aim slope.

So, bug or feature?

Comments

  • OmegaliskOmegalisk Join Date: 2012-01-06 Member: 139750Members
    I've never had this problem; I don't know why you are.
  • marsvinmarsvin Join Date: 2011-03-22 Member: 87920Members
    That sounds very much like a bug. I just had a try and I had the same forward momentum regardless of how far my view angle was tilted, and of course logically changing your view shouldn't affect your movement speed. Must be a very specific issue because I'm sure someone would've brought it up before now if it was common.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    i believe this happens when wall walking as a skulk? I also believe UWE are aware of it i think.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited January 2012
    Another issue is the movement on ladders that if you move directly at it as you would in any other fps, you barely move. And you need to look straight up or straight down to get the full speed of using a ladder.

    And of course the increased downwards momentum from crouching while jumping.
  • askerasker Join Date: 2012-01-29 Member: 142449Members, WC 2013 - Silver
    edited January 2012
    Edited the original post since the description wasn't accurate.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    So are you saying that you move slower (in total, or in the forward/back direction?) when you are strafing and moving forward/backward and your orientation is not 'straight ahead' (i.e. looking up or looking down)?
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    Just tested this out, and he's right. When holding strafe+forward/backward and looking either directly up or down, you can only move to the side. The max speed doesn't change, but the direction of movement does.
  • askerasker Join Date: 2012-01-29 Member: 142449Members, WC 2013 - Silver
    <!--quoteo(post=1898124:date=Jan 30 2012, 03:30 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 30 2012, 03:30 AM) <a href="index.php?act=findpost&pid=1898124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So are you saying that you move slower (in total, or in the forward/back direction?) when you are strafing and moving forward/backward and your orientation is not 'straight ahead' (i.e. looking up or looking down)?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, the total speed seems to remains constant, but the direction of movement depends on the vertical aim.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    I think I get what you're saying.

    Is this for marines? Skulks? Or everyone?

    I have a feeling it has something to do with this line
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    local moveVelocity = viewCoords:TransformVector( move ) * accel<!--c2--></div><!--ec2-->
    or at least the function it is found in
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Player:ComputeForwardVelocity(input)<!--c2--></div><!--ec2-->
    or input.move itself:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    local move          = GetNormalizedVector(input.move)<!--c2--></div><!--ec2-->

    but I don't really know what TransformVector does, or how input.move is expressed, so...

    Edit: Oh right, I get what TransformVector does, it takes a vector (move) expressed in a reference frame (viewCoords), then transforms it so that it's expressed in the absolute frame (moveVelocity). Since the y-axis for viewCoords moves back as you pitch upward or moves forward as you pitch downward, it causes the x-z-component of moveVelocity to become less than 1.

    Ignore Edit2.
  • askerasker Join Date: 2012-01-29 Member: 142449Members, WC 2013 - Silver
    Yeah, I figured it was something like that causing this anomaly. But I can't see why it only occurs when one tries to move diagonally.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    As long as you know something about matrices and 3D cartesian coordinates, this will illustrate it for you:

    <img src="http://i.imgur.com/KjY8B.png" border="0" class="linked-image" />

    The solution is to create another frame of reference (referenceCoords) that rotates the player's viewCoords back so that the referenceCoords.yAxis lines up with the absolute yAxis, or else find another frame of reference that meets the same criteria: y-axis vertical-world-up, z-axis horizontal-player-forward, x-axis horizontal-player-right.

    The problem that's occurring is that forward movement is being converted to upward/downward movement as you pitch up/down.

    I could be wrong, though.


    On a side-note, is it just me or is the forum clock late by about 3~4 minutes?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited January 2012
    Yeah, the clock is off by ~3 minutes for me too.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Interesting find, reporting it :)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Clock, or animations? =P
  • NovoReiNovoRei US Join Date: 2014-11-18 Member: 199718Members
    Why is it a bug?

    How I will be able to get on top of the digital totem in Terminal if this is "fixed"?
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited June 2016
    NovoRei wrote: »
    Why is it a bug?

    How I will be able to get on top of the digital totem in Terminal if this is "fixed"?

    If anything it should be easier now.

    It was a bug because it was basically trying to move in the direction you were looking... which sounds great until you're staring straight at the ground. What it should be doing (and is now, with the fix) is moving you in the direction you're looking but only taking the yaw into account.
  • askerasker Join Date: 2012-01-29 Member: 142449Members, WC 2013 - Silver
    edited June 2016
    It was probably implemented like that so wall climbing would work properly, I'm guessing?
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer
    Then its a feature ;)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2016
    asker wrote: »
    It was probably implemented like that so wall climbing would work properly, I'm guessing?

    Here's hoping this new fix doesn't mess with the alien movement, I'm guessing skollwallwalkin', lorkflappin and fadeblinkin'. They actually need this movement to work like this.
  • The_Welsh_WizardThe_Welsh_Wizard Join Date: 2013-09-10 Member: 188101Members, Reinforced - Supporter
    Can we all agree that the game needs more movement options for everyone?
  • Bike_ManBike_Man USA Join Date: 2016-03-12 Member: 214124Members
    Can we all agree that the game needs more movement options for everyone?

    Yes. Onos needs leap. Fades need charge. Lerks need slide. Gorges need flight. Skulks needs blink.

    Marines need a segway. If nobody else does an edit for this, I can later on.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    asker wrote: »
    It was probably implemented like that so wall climbing would work properly, I'm guessing?

    Nah, it actually differentiates between movement that should stay on the ground and movement that can move vertically... I actually screwed up the fix the first time around by not realizing this, so I broke wall walking! XD Fixed moments later... :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Bike_Man wrote: »
    Can we all agree that the game needs more movement options for everyone?

    Yes. Onos needs leap. Fades need charge. Lerks need slide. Gorges need flight. Skulks needs blink.

    Marines need a segway. If nobody else does an edit for this, I can later on.

    Well... We've got this...
    pogomarine.jpg
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited June 2016
    Not anymore.
    RIP Pogostick.
    Now we have to walk, like normal plebs. *sigh*
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer
    BeigeAlert wrote: »
    asker wrote: »
    It was probably implemented like that so wall climbing would work properly, I'm guessing?

    I actually screwed up the fix the first time around by not realizing this, so I broke wall walking! XD Fixed moments later... :)

    Please test this properly! Any negative change woulld be utterly devastating..
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer

    Handschuh wrote: »
    BeigeAlert wrote: »
    asker wrote: »
    It was probably implemented like that so wall climbing would work properly, I'm guessing?

    I actually screwed up the fix the first time around by not realizing this, so I broke wall walking! XD Fixed moments later... :)

    Please test this properly! Any negative change woulld be utterly devastating..

    You can test it as well anytime you want using the public beta branch on steam.
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer
    No actually i cant, since my internet sucks till September
Sign In or Register to comment.