emoose / DQXIS-SDK

Wrapper DLL & SDK for Dragon Quest XI S

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Movable first-person camera issues

emoose opened this issue · comments

So the major problems with the first-person cameras in #6 are fixed now, there's still a few problems I noticed with the movable camera though:

  • Player movement when sprinting is still analog, no strafing
  • Check all ridable monsters, maybe need to define seperate eye heights for them
  • Exiting vehicle raises & lowers eye height really quickly within a few frames, looks pretty bad, likely because we only detect vehicle unmount just as the unmount animation finishes, so until then it's using the increased vehicle eye-height before quickly lowering it to normal height - detecting vehicle exit earlier might help, or we might need to interpolate the two heights somehow :/
  • Camera movements (eg. looking at an NPC to talk to them) aren't applied to FirstPerson mode, maybe they get applied to FirstPersonView tho, needs checking
  • Jumping doesn't move the camera at all - fixed with the new BaseEyeHeight change?
  • Pots can't be picked up for some reason, but NPCs can be talked to fine (are there any other actions we can't perform?) - maybe related to CapsuleHalfHeight change?
  • Character hitbox is too large for some doors/stairs, probably a consequence of the CapsuleHalfHeight change used to add to cameras height, maybe there's a way to change camera without needing to touch hitbox?
  • Moving around in first-person and then switching back to third-person causes the third-person cam to "interpolate" between the previous third-person cam position and the new one, interpolation is only active for 1 second though (which makes the camera go hyperspeed for a sec, doesn't look that great...)
  • Using first-person and then riding a horse places the camera inside the horses model, switching to 3rd person and back to 1st places the camera just above the saddle instead, so a little better, but still doesn't let us see much... (If these can't be fixed maybe we can just disable first-person on horses? though it'd be nice for us to have it...). There's probably issues riding other monsters too but haven't checked yet.
  • Entering battle in first-person doesn't reset camera, you'll battle through eyes of your char, sounds neat but looks awful, need to find enter/leave battle hooks

Probably a lot more issues too, please post here if you find any!

E: interpolation should be fixed now, but no doubt this fix probably breaks something else, gonna try testing it out some more later.

E2: hmm, talking to an NPC in first person, then moving away and toggling back to third, causes another cam movement/interp from where you were standing for the conversation over to your current position.

Latest commit should fix that I hope, but this reminds me that camera movements/zooms in third-person aren't being handled by FirstPerson camera atm... I wonder if they might be handled in FirstPersonView camera mode though, gonna need to look into that soon.

Added (default) option to hide the minimap when entering first-person view #14

Atm this only works in movable first person as something with the regular (non-movable) first person view seems to inhibit standard inputs, (possibly an EJackGamePlayerCondition?). Certain inputs such as "ESC" still work, however

I believe the OG version didn't have this limitation, so perhaps some further examination is warranted.

I believe the OG version didn't have this limitation, so perhaps some further examination is warranted.

Hmm, which limitation do you mean here? Did OG first-person allow inputs fine? I really can't remember now lol.

I did find a way to get them working earlier on (using EJackGamePlayerCondition as you guessed), but that just resulted in an invisible character moving around while camera stayed locked in place, didn't really seem like the DQXI first-person mode was meant to allow anything besides camera movement/zoom.

I believe the OG version didn't have this limitation, so perhaps some further examination is warranted.

Hmm, which limitation do you mean here? Did OG first-person allow inputs fine? I really can't remember now lol.

I did find a way to get them working earlier on (using EJackGamePlayerCondition as you guessed), but that just resulted in an invisible character moving around while camera stayed locked in place, didn't really seem like the DQXI first-person mode was meant to allow anything besides camera movement/zoom.

In OG's implementation: W/S basically zooms the camera, the arrow keys slightly pans the camera (within a small range), you can hide the dialogue at the bottom with "X", and you can exit first person by pressing the first person bind.
image

Obviously this one is a bit different, as it pans the camera into the character model. Still works well, all things considered. Does however make me curious if the underlying code for OG's first person is still in the game somewhere..
image

Gotta say, this might make me actually consider VR:

Watch the video