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Messages - thedevilsjester

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Newbie Help (Start Here) / Re: Player movement....
« on: August 06, 2006, 02:03:06 am »
It only took me 10 minutes tops to find the controls the first time, so i'm not complaining.

Its not about how long it takes to find the controls, took me mere seconds, its about the way those controls work.  I play EQ2 daily and everytime I come back to it from a test play in PS, the movement is a breath of fresh air.

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Newbie Help (Start Here) / Re: Player movement....
« on: August 04, 2006, 12:23:39 am »
I doubt the java L2 server source would help in any fashion because user interface, movement, screen ratio, and pretty much everything else is client side, not server side.  The server mainly contains databases and is a relay (and validator) for each clients data.

As far as I can tell there are no real large issues with the PS server, its mainly the client features/bugs that are my concern.

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Newbie Help (Start Here) / Re: Player movement....
« on: August 03, 2006, 02:41:54 am »
I do agree that the interface in PS is flawed, the menu icons all pretty much look the same and you shouldnt have to mouse over an icon to see what its for (I also liked it alot more when they were on the side of the screen not the top, that just overly clutters the screen), however I dont agree that its a priority, a good game, with good design can make up for a 'temporary' interface (assuming it is temporary)

I dont like the alt+key hotbar systems, I like it more straight forward than that, like Everquest2 or GuildWars, etc.., just press the number (not adding alt) to access the skill/function.  Adding an extra button in there just complicates things and causes issues because ctrl and alt are right next to the lame windows key which tends to either crash the game (i.e. FFXI), or stall it for a minute while it goes into a windowed mode (i.e. Everquest2, GuildWars)

As for the basic interface design, Lineage2 is pretty much following the standard that I see in pretty much every mmorpg.  Its a standard because its clean, its informative, and it just works.

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Newbie Help (Start Here) / Re: Player movement....
« on: August 03, 2006, 01:25:51 am »
Its not a bug if its the way it was intended to be.  I.E. is it a bug of windows that you have to restart for practically everything?  No, its just in its design, so submitting a bug report to microsoft complaining that you have to restart when installing video drivers, or a new program, etc... would be fruitless because they dont consider that a bug.

As far as I know, the devs dont consider the walking to be bugged, is this what they want it to be?  Posting a bug report for something thats not so much of a bug, as a badly implemented feature, is not what bug systems are for.

For the ratio issue, yeah, that would be a bug report, but that was just a side note in the original post, wasnt the main topic of discussion, I can run the game in a 4:3 ratio window without ratio issues so for now its just a minor annoyance, it was just the reasoning behind why its not being supported yet that I was arguing with.

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Newbie Help (Start Here) / Re: Player movement....
« on: August 02, 2006, 12:39:48 am »
Quote
p.s. care sharing the name of the game?
The game has yet to be named (doesnt even have original artwork, using graphics from a previous project), and is still in early development stages, it wont ever be released to be played (although I will eventually need people to check it out just so I can see its working), hell the only 'sever' is my own PC that has max 30k/s upstream, its just a "see if I can do it" project, I have many such projects.

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I don't know ...from what I can tell, they seem to agree that it's not perfect. But just assume it good 'nuff for now. And "now" is pretty much pre-alpha where a lot of features need to be added.
I wasnt asking for perfection or even to have it fixed asap, I was voicing my opinion that its not great, sure it might be good enough for now, but seeing the intial fanboy response that I got from my post, some of the more vocal in the community dont seem to agree that its flawed.

Yes I agree, the bug may be less annoying on non widescreens that dont have 4:3 ratio, but that was far from the point.  The point is, non 4:3 ratio computer monitors have existed for well over 15 years,  why then, seeing that you need a modern PC to run PS, do they not support modern monitors out of the box?  What am I looking for? Do I want them to fix it right now? Yes.  Do I need them to?  No, I would just like an official "Yes, its on the todo list and we will get to it when we have the chance".  Thats all.  Thats all I really want from any of this, I dont expect them to instantly jump on my every complaint, but a few simple "Yes we are going to add/change that" or a "no wont change that <valid reason>" from an official source, thats all.

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Newbie Help (Start Here) / Re: Player movement....
« on: August 01, 2006, 12:39:30 am »
Posting a patch would be a useless waste of time if the coders dont consider the thing broke.  If I posted a patch to 'fix' something they think works fine already, or a patch that added or changed something that they dont want messed with, such as movement and screen ratio, then that would be a huge waste of my time.  And as you said, you dont know much about coding, its not as simple as 'patching whats broken', I would have to spend hours trying to set up a proper development enviroment (all the proper versions of the proper libs and utilites that they compile with, the same compiler they use, etc...), attempt to get PS client and server compiled (which as their own news posts say "The sources package was giving some issues"), and then try and figureout their coding style, their rules, their formats, and then attempt to fix something that they havent really agreed is broken. I could always, of course, write up a untested patch, but there are always tiny things that you didnt account for that need tweeking and such.  If I didnt have so many other projects at the moment (one of which, oddly enough, is a mmorpg), I would be glad to help, assuming of course, that I agreed with the licence (havent read it really).

As far as PS not being like other MMORPGs, from the looks of it, besides movement, its almost identical to EQ2 (a comment which my brother-in-law made the other day), which isnt bad by any means.

As far as your post about widescreens, its all area dependent, just like HD TV's, statistics say %23 of homes in the USA have HD TV's, and they are a hot seller, yet I have never seen a house with one in it, they just dont sell arround here, where as with widescreens, you goto Best Buy, Circuit City, or Wal-Mart and thats almost all they offer anymore in this area.  If you goto pretty much any online PC store (I use tigerdirect.com) and look at all of their laptops, ATLEAST 75% have non 4:3, they are NOT all widescreen, but they most are not 4:3, thats the point, it doesnt have to be a widescreen to have a non 4:3 ratio. 

And the game is still listed as prealpha on sourceforge, I use the term beta (somewhat inaccurately) to apply to all pre release state projects.

7
Newbie Help (Start Here) / Re: Player movement....
« on: July 31, 2006, 06:20:46 am »
You started off by saying the movement system is horrible, talked about other games, and pointing out that you want some mouse movement stuff.  What I'm saying, is that our controls are just standard keyboard based, which you simply don't know how to use that well, and we just don't have the mouse stuff you're talking about.

And no, not that many people have widescreens.  You may be a bit biased if your company has that kind of cash.  Only reason I have a computer that can even run PS is because I won it in a contest...  With respect to most people, meaning the average person and not the one with money to burn, widescreens are quite uncommon.

I think you are underestimating the average computer.  The company I work for barely makes a profit, but replaced their old outdated montiors with new ones.  The people that live arround me are very low level wages (not much higher than minimum wage), and are not computer literate in the lowest sense (southern missouri rednecks), yet many of them have widescreens, and practically all of the newer laptops come with widescreens.  Most 3d games I have purchased in the past 5+ years have support for widescreen ratios, its not difficult, its not new, hell early Black & White macs and pcs (15 years ago) had tall "document size" monitors that were not 4:3.  Lack of support for such features is simply lack of foresight and something _VERY_EASY_ to fix.  Simply, as I said, replace your static percentage variables in your vector calculations, with dynamic ones based on the screen ratio, the simple math 1/screensize can give you this value, its not rocket science. I know much more about how many people have non standard ratios because I had to scour the net far and wide when I originally bought mine, to figureout how to get my OS to use the proper ratio, because like PS, the developers didnt seem to have many of the non standard arround to test on.  This has since been fixed in the OS (for the most part), but PS still suffers from it.  Although I am sure with time it will be fixed, its really basic math.

Instead of using a width of 32, for instance, use a width of ((1/width)*32), I usually hold 1/width and 1/height in a variable thats set at the same time the screen resolution is set so that I dont have to add that (albiet minor) performance hit everytime a new vector is calculated, I can simply go PixelWidth*32, and when the resolution is changed, I simply recalculate the PixelWidth variable and everything automagically fixes itself.

As for a PC that can run PS, hell $250 at tigerdirect or tech4less, etc... can get you a PC that can play it twice over (tigerdirect just had a refurbished AMD 64bit 4800+ DualCore system for $480 and thats extremely top of the line, that could run PS four times over without breaking a sweat), just because you live with (or lived with) outdated technology doesnt mean the whole world follows suite.  And something you KEEP overlooking is laptops, a good 90% or more of the laptops in the past few years all come with nonstandard ratios, they are not all wide, but they are not 4:3 either (and many many of them are quite capable of playing PS without a hitch) 

As for your movement being standard, thats just it, ITS NOT STANDARD.  Thats the point.  Sure you may use standard key assignments, but that doesnt make the movement system standard by any means.  I have played many MMORPGs, all of which, for the most part, follow the standard, PS does not.

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Newbie Help (Start Here) / Re: Player movement....
« on: July 31, 2006, 01:20:34 am »
"Sure you can walk and turn in general directions, but (for example), in the area you are in when you die, after you go up the bridge, when you need to take a 90 degree turn to the left and up the cliff side (and then SLOWLY walk arround the path leading up), you have to pretty much come to a dead stop to turn in the right direction or risk falling off of the ledge."

I'd like to see you run as fast as you can in RL and make a 90 degree turn without having to slow down.   ::)  I see the movement the way it is now quite nice, save for the slow turning with the mouse, but again, thats already been discussed.

First, we play games to ESCAPE real life.  I would like to see you cast magic, or do many of the other things that you can do in MMORPGs including PS in real life, but you know its not gonna happen.

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My main issue with your posts is the vagueness of it.  You're just saying stuff is bad and you can't use it, but without any real suggestions on how to fix the things you're complaining about.  Yes, we don't have the mouse stuff, but unless you feel like writing it we just don't for now.

I keep getting that "You complain but dont offer solutions" argument here, which must mean you dont actually read my post all the way through because I have made MANY suggestions for improvement.

Not many people have widescreens? Are you joking?  I havent physically seen a laptop in years that didnt have a non 4:3 ratio (they are not always 'wide' but they are rarely 4:3), and atleast 30% of the people I know with desktop PCs have widescreens, and I know alot of people.  Hell, widescreens are so popular now that even my place of work (most definitly not a computer orientated company), just upgraded ALL of their PCs with widescreens.

Yes, I understand all to well that there are alot of things to do, and not everything is a priority, and many coders are contributors that do it during their spare time, I work on projects the same way.  You missunderstand my post, I dont demand that they be fixed or changed right now, I didnt say anything of the sort, I simply gave my view on the subject, hoping that the developers would take this into account and work on it when they can get to it.  If everyone just ignored the problem (any problem), instead of voicing their opinion, you would end up with a pile of junk rather than a useable engine.  Isnt that what community projects are about? 

In the few months I have played my most recent MMORPG (EQ2) I have seen many drastic game changes (all of them, in my opinion, a really good step in the right direction).  How would any of these changes have come about if the players hadnt spoken up?  Well I am speaking up, the movement system is lacking and could use a good workover.

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With the controls, you're really the first person to think this is as bad as you say it is.

Might this be simply because of the harsh response you seem to give (case in point) if someone disagrees with the way something works?  Hmm?  Just a little?  Might the people who dislike it just give up on it and not even bother to sign up and post on the forum? (I know a few of these personally, they like the engine, dont like the movement, but feel its pointless to sign up to a forum and complain, ) Knowing its usually a pointless waste of bandwidth because more often then not, devotees and the developers tend to act in the same manner that some of you in this post have?  Now this forum hasnt been nearly as bad with their response as I have seen in other communities, but it certainly isnt welcoming input and ideas.

BTW I just showed the game to my brother-in-law about two hours ago, I didnt tell him anything bad about it, didnt mention movement AT ALL, I told him only good about the engine, showed him all the interesting details in character creation, and the nice visuals the game offers, and went through lists of skills and such that will be available in the game, and told him that he should check it out, and the first thing he noticed watching me play was how it controled.  He didnt like it at all.  I told him, however, that as a beta, a work in progress, that the developers would fix things like that when they get the chance.  I hope I am not wrong.

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Newbie Help (Start Here) / Re: Player movement....
« on: July 30, 2006, 10:01:20 pm »
I dont strafe in games where I can fall off of a ledge and die or agro enemies I have no hope of surviving.  I only see strafing as a usefull movement tool in FPS games where most of the time falls dont equal death, and enemies dont stand arround in randomly placed groups in the middle of the world, and one man with a gun CAN take on the world.  In a MMORPG, where moving too close to a group of enemies that you cant kill yet will result in instant death, and cliffs that do the same, strafing isnt that usefull of a tool for movement.

Although someone mentioned that RE doesnt have the ability to really walk and turn at the same time, for the most part PS doesnt either.  Sure you can walk and turn in general directions, but (for example), in the area you are in when you die, after you go up the bridge, when you need to take a 90 degree turn to the left and up the cliff side (and then SLOWLY walk arround the path leading up), you have to pretty much come to a dead stop to turn in the right direction or risk falling off of the ledge.  Where as in say EQ2 I can run at full speed past and up very similar structures without any worry about falling.  Now I am sure that someone with lots of experiance with the PS style of control might be able to make that turn at full speed also, that is not the point, new users to the engine are not going to instantly be familar with a system that takes a good deal of time and practice just to prevent yourself from falling off a cliff, when they can load any other mmorpg and feel right at home with the standardized control schemes.

As for screen ratio, non 3d images should _NEVER_ be based purely on a percentage of the screen, thats just pure laziness on the devs part.  Seriously, I design plenty of OpenGL and (formerly) Direct3d based applications, and not once have I ever written a program that couldnt go to any possible ratio without stretching the 2d portions. 

Its as simple as

float SinglePixelX = (1.0f / width);
float SinglePixelY = (1.0f / height);
....
glVertex2f(SinglePixelX*X_Placement, SinglePixelY*Y_Placement);
....
etc.....

Although the above is just an incomplete example, I am sure developers who can manage such a complicated game system can understand simple mathmatics.

In their defence, maybe none of the devs ever tested on a non 4:3 screen, but since the majority of laptops, and most of the newer PCs are being equiped with a non standard ratio, its not something they should ignore.

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Personally, I find it very odd that someone would avoid using their keyboard this much.  It could be just that I've been using computers longer; half the people here can barely type.

On the contrary, I use my keyboard often, I write code for atleast 4 hours a day (much more on weekends) for many, many years.  Plus numerous other projects (stories, poems, website designs, posting on forums, etc...) that after so much keyboard interaction its quite nice to just sit back with a wireless mouse and sip coffee while relaxing in a game.

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Newbie Help (Start Here) / Re: Player movement....
« on: July 30, 2006, 07:02:15 am »
I completely agree with you about RE, its a game I hate, and the only reason being the movement.  And not to be insultive but I dont honestly see a difference between the RE and PS movement (default settings), they are pretty close, and it would be very simple to add the camera based movement as I suggested (as an optional movement method), with that, and a better camera movement (and the ability to have a mouse button assigned to move the camera AND interact with objects, simple, if the mouse is not over an object when clicked, it acts as a camera control, if it is over an object, it does the standard object interaction, cant be but a few lines of code to achive), I would have no real complaints.

As for WASD, not only do I not use my keyboard for gaming (its for typing) but the positioning of WASD on a natural style keyboard does not make for good movement of any sort. they are not aligned like standard arrow keys, they are at an angle and staggered for best ergonomics, so the best (and easiest by far) method of movement comes from using the mouse, yet its fatally flawed.

As for detecting the ratio, its really pretty simple, you can detect the screen resolution and simply do the math to see what ratio the width is compared to the height.  I understand it would be difficult to draw copies of all the 2d artwork (loading screens etc...) for all possible ratios, but a centered, (possibly bordered), 2d image is much better than seeing fat faces and such.

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Newbie Help (Start Here) / Re: Player movement....
« on: July 30, 2006, 04:42:18 am »
I  didnt rant, and I did post viable solutions.  If you read my whole post, you will see them all.

The movement system is exactally like RE style games (Which is the worst possible movement type imagineable), and the mouse/camera doesnt even come close to working in any predictable manner.  And the button assigning is just...it needs work.  The idea to assign a movement combination to a keyboard key and a mouse button is just...not to insult the person who suggested it....stupid.  Why should we use TWO input devices for a simple action?

The movement as is is slow and tedious, "Move forward, rotate a little, move forward, rotate a little more, etc..." you pretty much have to come to a dead stop to turn any slightly sharp angle without falling off of the narrow walkways.

I explored PS awhile ago (about the time combat was being added) and really liked the feel and design of the game (although lots of missing models was a bummer ;p), but I stopped playing it the same day because of some nasty graphical error (ghosts of every object on the screen). 

Now, a good deal of time later, I try again, and the errors are gone, the models are still missing, and everything seems to be gearing up to be a good system, except movement.  I have played _MANY_ MMORPGs, and have never had a problem with movement, yet I cant stand the movement system in this engine,  its less of an annoyance if I have the camera always stay behind the sprite (less stopping to turn), but it could still use alot of work.

Some of you mentioned hating absolute movement (sprite relative to the camera), and thats ok that you dont like it, but it takes a few simple modifcations to allow for BOTH methods.  And the one claiming that anything other than forward goes forward is a mess, hasnt played many mmorpgs, I just got off of FFXI and EQ2, both of which use a "Forward moves you in the direction of the camera" method (just like the vast majority of mmorpgs) and they play just fine.  I have coded such systems myself without any of these imagined problems you mention.

In most MMORPGs, when I move my player, I have it set on auto run, and simply hold a mouse button and move the mouse, which moves the camera, which changes the direction my sprite is running.  Simple, effective, and would be a godsend to this engine.  I do like the idea of the "walk to" mouse movement idea, but it seems to be a bit flawed (I would have to play more to get an exact reason on this).

The biggest issue for me and movement is more of a mouse/camera issue, since I dont usally use the keyboard for anything other than chat.

In its defence, even with the subpar movement, the rest of the game/engine surpasses all free/opensource mmorpgs and many commercial ones, as far as I can tell so far.  It has great visuals, the area designs look really nice, the interfaces are nice also (except for the main buttons up top...and a big bulky font, but I can live with those), detailed gameplay features, and it runs great.

On a side note/question, is there anyway to get it to go to a proper 16:9/16:10 screen ratio? (1680x1050), I can set  that resolution, but it just stretches it from a 4:3

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Newbie Help (Start Here) / Player movement....
« on: July 26, 2006, 02:33:06 am »
Let me start off by saying that I have played (and still play) many online RPGs from muds to full blown MMORPGs, and while Planeshift (so far) looks really good (and I applaud the efforts of the developers  :thumbup:), the one thing it seriously lacks is decent movement.

The game feels more like a Resident Evil style game with its slow and tedious movement.  Most 3d rpgs use a very similar (to each other) style of movement, and there is a good reason for this, because it works.  Because it takes the tedium out of controling your character, allowing you to focus on the actual game content.  Just load up EQ1/2 or FFXI, or many others to get an example of a good movement system, where you can jump in and just play, not take hours just trying to figureout how to move your character without falling off ledges or running into walls. :thumbdown:

After trying the movement for awhile, I had a bright idea! Maybe there are mouse movement controls like these other RPGs! Maybe that will take the pain out of movement, alas what I found out is that mouse movement is just as bad as the keyboard movement.  "Pathfinding"mouse movement on a game that has deadly cliffs and bridges to navigate often, is a BAD IDEA :@#\, and thats if it works right, since it doesnt (mainly camera issues), its even worse!  And to top it off, if you have a normal mouse (2-3 button), you cant have MOUSE movement on a mouse button, otherwise the other interaction buttons go arwy!

I am not without suggestions however.  Again looking at other mmorpgs, mouse movement should be very similar to keyboard movent you in the direction the camera is facing (hold the button, sprite runs in that direction)  Camera movement should be done via another mouse button (yes, you can have both camera movement AND context menus on the same button if done properly).

An auto run feature which, again, runs in the direction of the camera (you then use the keys or the mouse to change the camera direction, thus changing your movement direction)

And finally have the option to have the movement keys relative to the camera.

(And of course, fix that mouse look!)

Just a disclaimer, this isnt a rant so much as a "I really want to play this game, but the horrible movement prevents me from enjoying it" post...take from it what you will.

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