Hello, I want to ask if its possible to extend the pole-lock that it would be possible to "scroll over the pole-point"? Now the camera cant go over it. so you have to turn it first and then you can scroll again. As well as zooming in and out near a pole causes fast camera rotations. these rotations are correct, so its not a bug, but it would be better to minimize the turning of camera when zooming in near a pole. I would love to see this working.
Agreed... when working at the poles... pole lock is a bit of a night mare... it should perhaps smoothly switch to some sort of hybrid mode when at the poles.
It should just let you continue to rotate. If you rotate over a pole, you'd be upside-down, with North at the bottom and South at the top, but essentially still pole-locked just as before. Though it does open up the potential for a minor gimbal lock. Which is not really any more problematic for a player than the current situation, but could cause a small issue in game logic.
I'm a bit confused. Isn't that entirely contrary to pole lock? To lock in an orientation so the player doesn't get disoriented?
Without, pole lock, the North-South axis could be in any direction, and it changes almost every time you rotate the planet, hence the disorientation. With Pole lock, North is up and South is down, which is much more helpful for us gravity-orientated folk. If you flip it when you go over a pole, and treat South as up and North as down, that lock still exists. There's still an up and there's still a down. I'm curious how your '15-degree leeway' would be accomplished.
Basically, yet it wouldn't be locked at "north south" orientation, it would instead be locked at either north/south or south/north. Could be a separate option from pole lock, like pole-lock (don't lock north/south)
Where is this pole lock option? Right now I find myself practically holding down N for the entire match.
The option is in the settings under the camera tab. For me the camera must be alligned to my base. when the game starts and i start bulding my base i get a feeling where is the top and where is right, left and down of my base. its not really important if north is up and south is down. its more important that the right side of my base is always on the right side. and when i scout an enemy, that is in the left of my base, then he should always be there when i want to scroll there from my base. so i think when i´m scrolling up to the northpole the camera should go over it and upsidedown over the other side of the planet until i see my base again. An other idea, that came up to me right now is a function that automatic "presses" n after a scroll command: Whenever you pull of a scrollkey (WASD or arrows or middel mouse) the game does this n-thing for you. Maybe there can be several n-command while scrolling (every 50ms ?!) and smooth the transition, so that the view isnt jumping or seem to get stuck.
Yeah, pole to lock when you're centered on a pôle has just no meaning. The result is awfull constant rotation. Anyway, finding a solution for this issue will not be easy...
if the camera position gets over 80° latitude pole lock should be deactivated. And if you're on the other side of the planet, camera now "south pole locked", and get beneath 80° latitude again, it should flip back to northpole locked. At least as an option, as you have to get used to the flip too^^
I found not using pole lock quite disorienting for the first few games, but after getting used to things changing orientation, i now actually like it quite a lot, and you don't have to worry about the issues inherent with pole lock.
I've never had any issue with pole lock... Maybe adding a hybrid option or specific adjustments would be better. Personally, I don't think they should change it much from how it works at the moment.
Don't forget to use the camera save points. Shift-number to set, alt-number to recall. Set one up over your base and whatever else you want to toggle to.
Thank you for your reply! (and btw, thx for making this great game!!) Yes, i use camera savepoints all the time and there are very helpful! But its not possible to play a hole game without scrolling or zooming. So i think the pole-lock can be improved to make it easier for the player near poles. The camera should behave the same wether its near a pole or not. What do you think of my suggestion 2 posts above?
I posted this in the GUI thread... View Cube = 3D Compass - Fully interactive. You can actually click on parts of the cube. - The directional ring around the cube is very important too, it gives you a sense of equator/latitude, graphically represented so it only takes a glance to get your bearings. We currently don't have a compass, this is why people get flipped and turned around and lost. Combine this pole-lock and people won't get lost anymore. Saved Views Mavor mentioned "saved views", I love having this. However this info needs to be conveyed back to the player somehow. In a sense, it is very similar to "Control Groups", a recall of something the player has deemed important. The viewcube has default view angles. The "Home" button is a single saved view. Perhaps we can expand on this existing idea?
I dont see this that way. Why do you want to add something extra, where the player have to look at, like this cube? Lets keep it simple. Just make the camera act "normal" when its near a pole and everything is ok. I´m reading your GUI-post. Its good to discuss that stuff, but it cant be the solution to anything to put another GUI-element in the players view. The game should be designed that way, that the player can have all his attantion on what he wants to do, and not somthing like: "ok, i want to move my units to the otherside of the planet - so where´s that cube - in what direction is it pointing - wheres the other side of the planet - ..." Make things intuitive. Dont make things, that you have so check or have to be aware of before you can do what you actually want if its possible.