Author Topic: About camera orientation while wallwalking  (Read 3488 times)

amalrik

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About camera orientation while wallwalking
« on: November 09, 2010, 10:18:41 pm »
Hello,

I m a former Natural Selection player and I just wonder if it is really useful to have the camera orientation always change while wallwalking ? It s fine with basilik but with dretch, the speed of orientation change gave me a serious headache.

Up direction could keep being the same while left and right would change according to the surface (like in NS  I mean).
Playerd could choose different orientatino mode in option.   

I mean, wallwalking is very impressive but it s simply turn too much as it is imho

Meisseli

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Re: About camera orientation while wallwalking
« Reply #1 on: November 09, 2010, 10:23:24 pm »
There's at least two ways to help you out already:

Options->Controls->Look->Auto Wallwalk Pitching (cg_wwFollow in console) and
Options->Controls->Move->Wallwalking Speed (cg_wwSmoothTime in console)

Mess with them to get them optimal with your playstyle.

UniqPhoeniX

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Re: About camera orientation while wallwalking
« Reply #2 on: November 09, 2010, 11:19:49 pm »
You can get used to it, just takes some time. IMO it's useful and adds significantly to the immersion.

jm82792

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Re: About camera orientation while wallwalking
« Reply #3 on: November 11, 2010, 05:37:25 am »
It won't be easy to make a smart camera.

Plague Bringer

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Re: About camera orientation while wallwalking
« Reply #4 on: November 11, 2010, 02:30:02 pm »
It's part of the steep learning curve of Tremulous. Especially when compared to NS, this is where Trem is arguably a lot more difficult to grasp. I play on fast wallwalk speed with(out?) auto wallwalk pitching. Every time I change a surface I change orientation. It's hard to keep a target locked in the center of your screen, but you need to learn to play with your intuition, radar, and memory.
U R A Q T

F50

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Re: About camera orientation while wallwalking
« Reply #5 on: November 11, 2010, 10:22:54 pm »
Keeping a target locked in the middle of your screen is useless if you're on the roof. In order to make that useful, you'd need to have code that calculates what you're looking at, and then keep you looking at it when you change position. This is useful for certain situations, but would create some really odd behavior when not looking at a human target. Turning auto wallwalk pitching off just means that you're looking at the floor if you start by looking at the human, and turning auto wallwalk pitching on means that the angle that you're looking at relative to the surface you're walking on is preserved, which is only what you were looking at before in very specific situations. You can set it to hit a human in the head when on the ground and keep it that way, which is useful, but you won't be seeing your target on the initial approach. So unfortunately it isn't something that really can viably happen.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


amalrik

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Re: About camera orientation while wallwalking
« Reply #6 on: November 13, 2010, 12:15:25 am »
Wallwalking_speed is useful but I didn t notice any change when tuurning auto pitch off...