CommVehicle ViewDist

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spAce
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CommVehicle ViewDist

Post by spAce » Tue Dec 17, 2013 9:15 pm

Hey,

Umm, [CommVehicleClass] ViewDist is broken. It doesn't set the camera beyond something like 400 meters. Cam spawns way too close to the ground.

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Zero Angel
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Re: CommVehicle ViewDist

Post by Zero Angel » Tue Dec 17, 2013 10:03 pm

Isnt there settings to control the minViewDist and maxViewDist ? Maybe if you bump up those values it might resolve your problem?

PS: Good to hear from ya space. You doin some ZE mod updates?
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Re: CommVehicle ViewDist

Post by General BlackDragon » Tue Dec 17, 2013 10:13 pm

Woohooo! SPACE!!!! :D <3

Also i use this:

Code: Select all

[CommVehicleClass]
DoBettyOn = true // true = bettyvoice when switched on
DoBettyOff = true // true = bettyvoice when switched off.
//viewDist = 100.0
MinViewDist = 50.0 // If specified, minimum height of commbunker view
MaxViewDist = 200.0 // If specified, maximim height of commbunker view


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Re: CommVehicle ViewDist

Post by spAce » Wed Dec 18, 2013 5:41 am

Zero Angel wrote:PS: Good to hear from ya space. You doin some ZE mod updates?
http://ze.bz2maps.us/

Yeah pal, so very few good games have been released in recent years - so, I'm trying... Focusing only on team vs team strat this time. ;)
It's now massively improved over previous version - new stuff - better balances - hundreds of bugs gone - it flows now...

Btw, I'd be realy happy If someone would help and turn a couple maps to MPI.
General BlackDragon wrote:Also i use this: MinViewDist = 50.0 // If specified, minimum height of commbunker view
MaxViewDist = 200.0 // If specified, maximim height of commbunker view
Yeah, I tried those but they didn't help - the cam spawns very low, ignoring the viewDist value completely. Actually it spawns at like 200 meters, not 400 as I said above.

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Re: CommVehicle ViewDist

Post by Ded10c » Wed Dec 18, 2013 3:16 pm

Welcome back, spAce.
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Re: CommVehicle ViewDist

Post by General BlackDragon » Wed Dec 18, 2013 4:23 pm

Yay, I look forward to helping with it :)

Also, the point was that I OMITED the "ViewDist" entry, allowing it to default to the last used value, to prevent that "snapping". Though I honestly don't remmeber it that worked :)
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Re: CommVehicle ViewDist

Post by Zero Angel » Wed Dec 18, 2013 4:38 pm

Glad to hear you're focusing on improving the fluidity of team strat, I wasnt really able to get into the team strat on the original ZE because it didnt flow that greatly on the ESF (sp?) v ESF matches due to stale mating (which was also a problem I had with earlier VSRs when I tried to make Scions easier to play in early game but at the expense of some of the endgame warriors' power, leading to some rather bad stalemating).

Website looks nice, is it done with some kind of CMS like Wordpress?
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Re: CommVehicle ViewDist

Post by Ded10c » Wed Dec 18, 2013 5:42 pm

Hmm... how come the soundtrack is dated 23rd December 2018? :P
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Nielk1
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Re: CommVehicle ViewDist

Post by Nielk1 » Wed Dec 18, 2013 9:03 pm

Story question, still using Mineral/Mining Drills instead of pools?

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Re: CommVehicle ViewDist

Post by Commando » Thu Dec 19, 2013 12:15 am

That the same space?
Nevermind. Just saw his post.

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Re: CommVehicle ViewDist

Post by spAce » Thu Dec 19, 2013 10:24 am

Zero Angel wrote:Glad to hear you're focusing on improving the fluidity of team strat, I wasnt really able to get into the team strat on the original ZE because it didnt flow that greatly on the ESF (sp?) v ESF matches due to stale mating (which was also a problem I had with earlier VSRs when I tried to make Scions easier to play in early game but at the expense of some of the endgame warriors' power, leading to some rather bad stalemating).
In 0.7 ESAF didn't have any real game ending tech. The stalemating was a major issue - easily the most reported problem.

The difference of ISDF and Scion kind of suggested that races were not designed for team strats. Your redesign is spot on.
Zero Angel wrote:Website looks nice, is it done with some kind of CMS like Wordpress?
It's wordpress, yeah. Suprisingly easy/quick to put up a site like that - times have changed.
AHadley wrote:Welcome back, spAce.
Hey man.
AHadley wrote:Hmm... how come the soundtrack is dated 23rd December 2018? :P
Dunno what you mean. Can't see any date anywhere. :)
Nielk1 wrote:Story question, still using Mineral/Mining Drills instead of pools?
Yes, still using element drills that have branches (like tree roots) that go hundreds of meters deep.
General wrote:Also, the point was that I OMITED the "ViewDist" entry, allowing it to default to the last used value, to prevent that "snapping". Though I honestly don't remmeber it that worked :)
If it doesn't get patched, maybe we could introduce some DLL magic that would spawn the cam at lets say 420 meters ? :)

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Re: CommVehicle ViewDist

Post by RubiconAlpha » Thu Dec 19, 2013 10:51 am

Great to see you again spAce!

Always loved your projects.

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Re: CommVehicle ViewDist

Post by General BlackDragon » Thu Dec 19, 2013 11:54 pm

I'd love to, unfortunately the DLL doesn't have control over that part of the game :3
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Re: CommVehicle ViewDist

Post by Ded10c » Fri Dec 20, 2013 3:28 am

It's in the metadata of Forerunner's .ogg. The others don't have any.

Nielk and I were pondering this last night; what is Zephyr's backstory and does it fit in with / branch off from any part of the existing BZ story?
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Re: CommVehicle ViewDist

Post by Red Devil » Fri Dec 20, 2013 8:29 am

what's happening with infinity, space?
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