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OPEN  Bug report #2984  -  Camera pan not synced to shot
Posted Aug 23, 2011 - updated Jan 28, 2013
mattn (tlh2000) has been working on this issue since January 28, 2013 (20:47)
Issue details
  • Type of issue
    Bug report
  • Status
     
    Open
  • Assigned to
     mattn
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     moriarty
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Battlescape
  • Resolution
    Not determined
  • Priority
    3. Normal
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
    icon_customdatatype.png Not determined
  • Platform
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
Issue description
Item 2984 imported from sourceforge.net tracker on 2013-01-28 19:54:51

21st august dev build win 32 The camera-pan for alien shooting doesn't follow the bullet - it preceeds it by about half a second.
Comments Ported from Sourceforge  ⇑ top
mcr2010 (2012-05-09 12:16:38)  ⇑ top
diff file cl_camera.cpp
mcr2010 (2012-05-09 12:17:52)  ⇑ top
The fix is a one-line fix simplay removing CL_BlockBattlescapeEvents(qtrue); from the function as this is what caused the delay...
mcr2010 (2012-05-09 12:19:34)  ⇑ top
The function CL_CameraRoute is just used for one case: enemy shoots at you and camera-centering is enabled. The problem was that the camera move was done first, while the action on the battlefield was put on hold. After the cameramove was finished, the action could go on. This resulted in the unneeded delay.
mcr2010 (2012-05-09 12:22:56)  ⇑ top
It is not perfect though as the camera speed solely depends on the user setting. In this case it should check the speed of the weapon's bullets and adjust speed according to this value. In this case we have to also consider to take the current zoom into account, because higher zoom would need higher camera speed also. Also some weapons do not fire bullets like lasers for example, so for those weapons a max-speed of the camera should also be defined...
alextishin (2012-08-02 20:43:59)  ⇑ top
IHMO, best solution could be an addition of new camera move mode: "lock". It should simply follow given particle or model until it expires. Without speed/acceleration limitations. The rest will be trivial then.
alextishin (2012-08-02 20:49:46)  ⇑ top
CL_ActorDoShoot->LE_AddProjectile call seems like a good place to add a camera lock
Steps to reproduce this issue
Nothing entered.