- Status Unconfirmed
- Percent Complete
- Task Type Bug Report
- Category Engine → Movement
- Assigned To No-one
- Operating System Linux
- Severity Medium
- Priority Very Low
- Reported Version 0.7.12 Unreal
- Due in Version Undecided
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Due Date
Undecided
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Votes
1
- Sunda Kastan (12.09.2021)
- Private
FS#7288 - Player movement differs from Legacy/no 'turn' keybindings
In Legacy PlaneShift, the default movements are:
W = Walk forwards
S = Walk backwards
A = Turn to the left until keypress ends
D = Turn to the right until keypress ends
However in PSU, the movement is as follows:
W = Walk forwards
S = Turn 180 degrees and then walk forwards (towards the camera)
A = Turn 90 degrees left and then walk forwards (at 270 degrees from camera)
D = Turn 90 degrees right and then walk forwards (at 90 degrees from camera)
This is incongruent with legacy movements, but also complicated by the requirement to use the mouse for both UI interaction and movement concurrently.
It may be that this is a result of the absence of a ‘third-person follow’ camera, but behaviour should follow that of legacy.
Did you try pressing TAB then move?
Yes, tab enables 'combat mode' which seems to be mouse-look, but doesn't change the way that the ASD keys function, which is not as it was in Crystal Space.