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controlling camera POV pitch


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#1 pepesha41

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Posted 05 February 2012 - 09:50 PM

How do I change the pitch, Can I flatten out the POV in the camera. It seems locked. I want to look flat in a horizontal plane. Thanks

#2 Dredlockz

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Posted 06 February 2012 - 06:18 AM

I've been wondering the same thing. Is there a way to achieve the camera view in these screenshots I've been finding:

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#3 Poor_Yurik

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Posted 06 February 2012 - 06:21 AM

I too would love to see this be possible.

#4 Naterstein

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Posted 06 February 2012 - 01:57 PM

Yeah... thats an awesome action shot. Overall the camera in the demo needs a complete over haul. I wish tilt and zoom were separate and furthermore we should be able to get that close (referring to above screen) and further away. Middle Mouse button should control rotation too. Devs need to look at 7.62 and/or Men of War Assault Squad for good camera controls.

#5 Stew2000

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Posted 06 February 2012 - 03:36 PM

I've never played any Jagged Alliance game and I'm really liking this demo.
And the only thing I'm not liking is the camera. it seems very clunky and doesn't zoom out far enough.
And the pivot feature would be very useful. it would be good for aiming at someone's head for a clean shot.

#6 pepesha41

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Posted 07 February 2012 - 10:32 PM

Question to BitCom reps, anybody. Is the mouse controlled camera point of view different in the release version? It is bad in the demo. It is very restricted and locked from 30-45 degrees pitch only. Why can't we have the full horizontal or 5 degree pitch like we see in some of the screen shots? I am hoping this is user variable. Also scroll wheel elevation should be higher.

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JA_02_1323238511.jpg

#7 bitComposer_Michael

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Posted 08 February 2012 - 08:06 AM

Coreplay is working on the camera and as far as I know it will be a little bit different in the final version. However: These perspectives, which are used here, were only used for screenshots.
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#8 xzyn

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Posted 08 February 2012 - 08:11 AM

bit-Michael. So your developers are still working on the title to be released for PC-download at 9th september? Or will the camera angels in this case be delivered in a patch near future?

#9 bitComposer_Michael

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Posted 08 February 2012 - 08:25 AM

I not working for the developer but for the publisher by the way.
However: Yeah, the work continues. Can't say yet if it will be a day 1 patch (which is, thanks to steam, no problem at all) or if it will be in an update a few days later.
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#10 Robot

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Posted 08 February 2012 - 01:38 PM

Coreplay is working on the camera and as far as I know it will be a little bit different in the final version. However: These perspectives, which are used here, were only used for screenshots.


Is there any chance that zoom in\out limits for camera will be changed?

I wish I could zoom out much more to have a better tactical view playing the game at 23 wide screen with 1920x1080. However now the feeling is the same with originla JA at 640x480 - too close and to much screen scrolling needed. Original JA was turn-based at least and now we need to react faster and scroll more in the fight to figure out what is happening around.

Btw, impossibiluty to scroll the screen simply with a mouse (what is a standard way of controlling the camera for any RTS) is also a pain.

Actually, the game itself looks quite promissing (basing on the demo at least), but usabillity needs to be improved for certain.

#11 Lakratos

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Posted 08 February 2012 - 05:11 PM

Coreplay is working on the camera and as far as I know it will be a little bit different in the final version. However: These perspectives, which are used here, were only used for screenshots.


No imp (is present on videos) and now this...
you show things that are not present in the game, it's scam :(

#12 bitComposer_Michael

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Posted 08 February 2012 - 06:27 PM

Uhm. Nope. Since these Shots were made with the actual game engine. Screenshots are made to showcase the graphics.
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#13 Lakratos

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Posted 08 February 2012 - 06:37 PM

ok, ok...tnx !

#14 Nashoba

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Posted 08 February 2012 - 09:48 PM

After my pre-order of Gears of War 3, I was disappointed to learn that i will not be able to have an overview of the multiplayer map like in this screenshot
http://big-game-ent.com/wp-content/uploads/2011/09/Overpass_Map_1280.jpg

Scam/preorder cancelled

#15 bitComposer_Michael

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Posted 08 February 2012 - 09:49 PM

Nashoba, made my day. +1
I won't answer all questions. I do my best to answer those I can and I am allowed to answer.

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#16 Naterstein

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Posted 09 February 2012 - 01:06 AM

Thats quite a bit different and does not really help the argument. You are talking about Gears of War which is a 3rd person shooter with an slight chase cam angle. AFAIK, my only experience being Gears 2, you are only in control of one avatar on the screen at once. The OP has a very valid concern/criticism in that a TACTICAL game with the birds eye view does not allow the user to zoom in or out more.

Zooming OUT more would decrease the amount of scrolling one has to do. Zooming out does not affect balance but only give the user more convenience, which should be priority #1 when designing a UI.

Zooming IN would allow players to maybe see more terrain and make it more convenient to aim at the different parts of the body on enemies. While I am not sure we need to be as close as those "publicity" screenshots, but closer than the current demo would be very much appreciated.

I dont see how an argument against either of these requests or the tilt/rotation points could possibly be made since neither affect balance, but would only improve the UI

#17 Robot

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Posted 09 February 2012 - 07:58 AM

Thats quite a bit different and does not really help the argument. You are talking about Gears of War which is a 3rd person shooter with an slight chase cam angle. AFAIK, my only experience being Gears 2, you are only in control of one avatar on the screen at once. The OP has a very valid concern/criticism in that a TACTICAL game with the birds eye view does not allow the user to zoom in or out more.

Zooming OUT more would decrease the amount of scrolling one has to do. Zooming out does not affect balance but only give the user more convenience, which should be priority #1 when designing a UI.

Zooming IN would allow players to maybe see more terrain and make it more convenient to aim at the different parts of the body on enemies. While I am not sure we need to be as close as those "publicity" screenshots, but closer than the current demo would be very much appreciated.

I dont see how an argument against either of these requests or the tilt/rotation points could possibly be made since neither affect balance, but would only improve the UI


I think they limited zoom in for the reason that "omg, players could see some details that we don't want them to see" and zoom out for the reason that "omg, if player zoom out too much an FPS rate can fail and players will become unhappy about it". There is also an option that they don't care about usability at all. At least camera controls in the demo makes me to think so.

#18 bitComposer_Michael

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Posted 09 February 2012 - 09:17 AM

Just to let you know: Right now I'm testing a new patch with a very different camera angle. Means: Zoom out maxed out? Yup. Zoom in maxed out? Yup.
I won't answer all questions. I do my best to answer those I can and I am allowed to answer.

Please note: Check my profile for updates sometimes. Cause sometimes I update it with interesting posts. Or with informations about my holidays. Which also can be interesting if you are waiting for support.

#19 BobbyDylan

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Posted 09 February 2012 - 10:02 AM

Just to let you know: Right now I'm testing a new patch with a very different camera angle. Means: Zoom out maxed out? Yup. Zoom in maxed out? Yup.


Nice! Thanks for keeping us in the look, mate.

#20 Robot

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Posted 09 February 2012 - 11:03 AM

Just to let you know: Right now I'm testing a new patch with a very different camera angle. Means: Zoom out maxed out? Yup. Zoom in maxed out? Yup.


Sounds great. Thanks




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