G33X Nexus Entertainment
G33X Nexus Entertainment => Precursors => Requiem for Innocence => Current Projects => Bug Reports => Topic started by: Neo on February 21, 2006, 02:06:11 pm
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Larger masses rotate as easily as smaller masses - slight contact with an object
can cause uncontroable spinning
Pressing the space bar causes 'fixme' problem
Passing through the lagest oject causes ship to warp from position
Unable to type in console
Mouse interface doesn't work
Tactical Movment Suggestion (Keyboard):
Elevation: Up and down numpad 8 and numpad 2
Sideslip: left and right numpad 4 and numpad 6
Yaw+Roll: upleft numpad 7
Yaw+Roll: upright numpad 9
Yaw+Roll: downleft numpad 1
Yaw+Roll: downright numpad 3
Stop in all dirrections: Numbpad 0
Stop in all dirrections but forward and back: numpad 5
Accellerate Forward: numpad +
Accellerate Backward: numbpad Enter
Plasma: Space Bar
<!- This leaves the left side of the keyboard free for hotkeys and typeing -!>
Free Flight Controles (Keyboard):
Accelerate: w and s
Roll: A and D
Sideslip: q and e
Elivation: Page up and Page Down
Pitch: Up and Down Arrow Keys
Yaw: Left and Right Arrow Keys
Slow All Dirrections: CapsLock (This way you come to full stop when not pressing
keys)
Slow except forward and back: Space Bar
<!- This allows for an easyer of movement without cramping hands -!>
Toggle Between Tactical and Free Flight: Numlock
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In windows the fullscreen option causes the app to crash. But, anyways, progress is looking good :).
Some other things I am noticing:
-asteroids don't always block out light totally...sometimes the light goes through or around them
-some objects seem to scale down after collisions sometimes
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I noticed the loss of mouse control too. The mouse sensitivity on the menu is a little . . . goofy.
If we had a universe framework for point of reference, it'd be cool - as it is, I have no way of telling whether I'm spinning out of control or facing away from the sun.
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Ok, let me respond with some explaination of some of those.
#1: Mouselook is disabled. We did that because that was seriously the oldest code in the game, and once they changed the venty system in CS, we've not had time to test it, or to make it work the way we want it. It shouldn't take too much to put it back in, but now that we have a menu, we need to turn it off in the menu, but on in the game. Simple sounding? Yes, but it's something we've not done yet. It's going in the next release, along with joystick support.
The fullscreen bug was untested. We need to sit down with the CS people and fix that.
The rotation bug is fucking weird. We've got no clue why the asteroid physics is all messed up. We're going to investigate that soon. It messed with my head.
Also, keybinding is coming soon. We'll look into putting your key suggesting into a couple of keymap files. (technically, if you edit the keys file you can change the keys however you want right now.)
The rest is good. keep it coming!
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Ok, let me respond with some explaination of some of those.
It's going in the next release, along with joystick support.
Nice: good thing I just bought a joystick ;).
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Also, here are some other things:
-if you fly towards the sun too much, your ship becomes totally out of control and inverted.
-when I minimized the app to write this, all of the asteroids and the other floating ship disappeared and the ship froze in one spot and violently shakes--if you try to change direction, the screen goes black.
-maybe make the ship bounce around from the center position in the HUD a bit upon collisions to better simulate them...otherwise it looks more like everything else is the only thing that is spinning.
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Simmiler Error:
When moving back from the center of the universe the ship graphic starts to glich and dissapears if you look away from the center
When re-aproaching from the outer edge of the galxy ship will bounce off of astroyed, changing the ships position but not the astroyed.
Pssibly due to gravity the objects tent to want to stick together rahter than bounce off eachother. (but you're already looking into astroyed phisics)
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The rotation bug is fucking weird. We've got no clue why the asteroid physics is all messed up. We're going to investigate that soon. It messed with my head.
If you want any help working out the mathematics of the rotation . . . I AM a mathematics major after all . . .
;D
Also, in response to one of ry_guy's suggestions, if you're gonna have a locked view like that, you need to have it IN cockpit, otherwise we might see about having a touch of camera buoyancy when you have a 3rd person view of the ship.
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[...]If you want any help working out the mathematics of the rotation . . . I AM a mathematics major after all . . . [...]
Well, the physics should all be there. I might want your help deciding on masses, and other appropriate numbers for them, and then making sure the simulation feels right. However,the current problem appears to be that they are not allowed to translate. Their center position is fixed, and all the impacts they recieve are simply moment, that cause the rotation.
Also, in response to one of ry_guy's suggestions, if you're gonna have a locked view like that, you need to have it IN cockpit, otherwise we might see about having a touch of camera buoyancy when you have a 3rd person view of the ship.
Currently, the camera simply isn't coded to support a 'springy' look. This isn't by design.. it's just the way it is. I'll see about getting 'springy' camera stuff put into it. There's a new camera system in CEL (or they're working on it) anyway, so we might want to wait for it to be finished, so we can use that isntead. I'll talk to whitelynx about it.
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Also, here is something I just found out...this happened when I pressed the [E] key, to barrel-roll to the right:
(http://img451.imageshack.us/img451/8551/untitled1nd.jpg) (http://imageshack.us)
1- This ship started to rapidly spin when the [E] key was pressed...
2- Sorry, bad screenie, but it took me forever to even get this good of an angle; well, when the [E] key was pressed, these two large asteroids locked together at this point...and started shaking quite a bit.
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Yes, E and Q spin the ship... Way to go ryguy...
~Reynard
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erm...if you read the number labelings on the screenie, and match them up to the numbers beside the text, you would see I am not talking about the main ship: way to go reynard :P
Finally, I get to do this ;):
*gives Reynard a hat
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Okay, first off, you have two numbers on your post, and a letter and a number on the screenshot.
2nd Did you IMPACT the astroyed or did it do it on it's own? If you strike and astroyed it will rotate, as will the ship (pair of pliers)
Gives Ryguy his Hat. GG No RE
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Nice try. Caenus is the only one who can give hats (I'm the recruiting officer for DSC). However, if you wanna smack him, go for it.
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[...]If you want any help working out the mathematics of the rotation . . . I AM a mathematics major after all . . . [...]
Well, the physics should all be there. I might want your help deciding on masses, and other appropriate numbers for them, and then making sure the simulation feels right. However,the current problem appears to be that they are not allowed to translate. Their center position is fixed, and all the impacts they recieve are simply moment, that cause the rotation.
Also, in response to one of ry_guy's suggestions, if you're gonna have a locked view like that, you need to have it IN cockpit, otherwise we might see about having a touch of camera buoyancy when you have a 3rd person view of the ship.
Currently, the camera simply isn't coded to support a 'springy' look. This isn't by design.. it's just the way it is. I'll see about getting 'springy' camera stuff put into it. There's a new camera system in CEL (or they're working on it) anyway, so we might want to wait for it to be finished, so we can use that isntead. I'll talk to whitelynx about it.
I'm also able to help out with any of the asteroid physics stuff as well. The math is easy to check, but sometimes the physics gets missed(or simplified incorrectly, or whatever). ;)
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Okay, first off, you have two numbers on your post, and a letter and a number on the screenshot.
2nd Did you IMPACT the astroyed or did it do it on it's own? If you strike and astroyed it will rotate, as will the ship (pair of pliers)
Gives Ryguy his Hat. GG No RE
Well, no. That 'letter' is indeed a 2. Sorry if I write badly with a mouse :P. And, negative, I didn't strike the asteroid, only approached it.
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[...]And, negative, I didn't strike the asteroid, only approached it.[...]
I've never seen that without colliding with them first. On my copy the will not move unless you hit them.
--Chris
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well, I collided at first, a while before, but they were just spinning, but when I hit [E], they moved towards each other and stick together at point #2 {as marked on my pic}.
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Ryguy, I think you may be missreading that 'bug' I know the astroyeds stick together, but that seems to be random rather than by your ships actions. I've seen them stick without me rotating.
~Reynard
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Well, idk. But, this was the case twice when I started up the app...maybe other actions I did lead up to it. :-/.
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Since I saw the post of this bug on Trac, I figured I'd come here and find the post that generated it. :-P
Some questions about the suggested keys:
Tactical Movment Suggestion (Keyboard):
Elevation: Up and down numpad 8 and numpad 2
Sideslip: left and right numpad 4 and numpad 6
Yaw+Roll: upleft numpad 7
Yaw+Roll: upright numpad 9
Yaw+Roll: downleft numpad 1
Yaw+Roll: downright numpad 3
Why exactly do we want yaw and roll at the same time? I can only see that making things much more confusing. Especially since there would be no up/down. (pitch is pointing the nose of the craft up and down... yaw is pointing the nose left and right, and roll is tilting the craft from side to side) Instead, I'd suggest using numpad '7' and '9' as roll left/right, and '1' and '3' as yaw left/right.
Stop in all dirrections: Numbpad 0
Stop in all dirrections but forward and back: numpad 5
Accellerate Forward: numpad +
Accellerate Backward: numbpad Enter
Plasma: Space Bar
Personally, since you're using '+' and 'Enter' as forward and backward, I'd say use '-' for stopping in all directions. Also, if you're aiming to leave the left side open for typing, you don't want to be using space bar... a popular alternative for firing weapons is the numpad 'Insert' key. If we use that, you could even use '/' and '*' for switching weapons if you wanted. (or those could be roll, since they're left/right)
<!- This leaves the left side of the keyboard free for hotkeys and typeing -!>
Free Flight Controles (Keyboard):
Accelerate: w and s
Roll: A and D
Sideslip: q and e
Elivation: Page up and Page Down
Pitch: Up and Down Arrow Keys
Yaw: Left and Right Arrow Keys
Slow All Dirrections: CapsLock (This way you come to full stop when not pressing
keys)
Slow except forward and back: Space Bar
Ok, this looks like it would be usable... I may change the default keymap to this.
<!- This allows for an easyer of movement without cramping hands -!>
Toggle Between Tactical and Free Flight: Numlock
Doing something like this would require scripting, since it would dynamically change the key bindings in-game... We will have support for this eventually, but it's going to take a while.
Dave
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I just can't wait to get the next version with joystick support.
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Wait no more. It's been posted.
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Woohoo!! Now if you could just give me some time to actually play it.
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*hands him time*
Unfortunately, it will expire quickly, so you'd better use it now.
Oh no, it's now past it's expiration date. Sorry.
--Chris
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Why exactly do we want yaw and roll at the same time? I can only see that making things much more confusing. Especially since there would be no up/down. (pitch is pointing the nose of the craft up and down... yaw is pointing the nose left and right, and roll is tilting the craft from side to side) Instead, I'd suggest using numpad '7' and '9' as roll left/right, and '1' and '3' as yaw left/right.
I wanted to be able to simulate a sort of joystick from the key board. You would start to move in an upritght dirrection and role off the target. This would be nice for tactical manuvers. You woulnd't want to move strate anyway. Haveing the numbpad arrows (2,8,6,4) to move verticaly and horistontaly without changing dirrection would also assist in tactical manuvers. I think I got yaw confused... I think it would have to be yawright+roleright+up on 9. I think that's what I meant. O.o you tell me. So that in a list would be:
Up+LeftYaw+RoleLeft = 7
Up+RightYaw+RoleRight = 9
Down+LeftYaw+RoleLeft = 1
Down+RightYaw+RoleRight = 3
Stop in all dirrections: Numbpad 0
Stop in all dirrections but forward and back: numpad 5
Accellerate Forward: numpad +
Accellerate Backward: numbpad Enter
Plasma: Space Bar
Well When you place your hand on the keypad you notice that your thumb is on 0 and your pinky is on enter. This means that you have access to enter and 0 all the time. Useing the other keys requires a shift of the fingers. I was thinking about putting up 0 as fire, or maybe 5. 5, enter and 0 are the most accessible. You are right about the all stop. That frees up 0 for fireing. I think we should use '.' for stop rotation. I like / and * for switch dirrection. And what to do with '5'...
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I wanted to be able to simulate a sort of joystick from the key board. You would start to move in an upritght dirrection and role off the target. This would be nice for tactical manuvers. You woulnd't want to move strate anyway. Haveing the numbpad arrows (2,8,6,4) to move verticaly and horistontaly without changing dirrection would also assist in tactical manuvers. I think I got yaw confused... I think it would have to be yawright+roleright+up on 9. I think that's what I meant. O.o you tell me. So that in a list would be:
Up+LeftYaw+RoleLeft = 7
Up+RightYaw+RoleRight = 9
Down+LeftYaw+RoleLeft = 1
Down+RightYaw+RoleRight = 3
Again, I think you have them confused... I would imagine you actually want something like this:
- 7: pitch up, yaw left
- 9: pitch up, yaw right
- 1: pitch down, yaw left
- 3: pitch down, yaw right
I don't see the point in including roll in these. If anything, it would be disorienting.
For now, we won't be able to do this. To be able to do this, we'd need to support scripting of input actions so that we could make new functions that included other basic functions. (like making an "up_right" function that rolls right and pitches up)
Well When you place your hand on the keypad you notice that your thumb is on 0 and your pinky is on enter. This means that you have access to enter and 0 all the time. Useing the other keys requires a shift of the fingers. I was thinking about putting up 0 as fire, or maybe 5. 5, enter and 0 are the most accessible. You are right about the all stop. That frees up 0 for fireing. I think we should use '.' for stop rotation. I like / and * for switch dirrection. And what to do with '5'...
Ok, what about this: (all on the numpad)
- +: throttle up
- enter: throttle down
- -: zero throttle
- 5: stop lateral movement (but not forward and backward)
- 0 (insert): fire weapon
- /: previous weapon
- *: next weapon
Something to note in the above list is that we've reworked how the throttle works; instead of holding down the throttle to keep accelerating, each time you press (for instance) throttle up, it will increase your target speed by one unit. There is a maximum target speed that you can set for the ship. (more on this later) Then the ship will automatically use its thrusters to try to match the target speed you set. This way, zeroing the throttle will bring you to a full stop. (at least forward and backward)
Dave
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Yeah, I cranked my throttle to full on my joystick and crashed the game.
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Ah, that sounds right. I am not very 'flight' orented. I just know how to do it, not how to explain it.
~Reynard
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Yeah, I cranked my throttle to full on my joystick and crashed the game.
Heh...same happened to me :-P.