View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0028574 | Heart Of The Machine | Suggestion | May 31, 2024 4:38 pm | Jun 9, 2024 7:41 pm | |
Reporter | Leximancer | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 0.528 Unforgivable Composting | ||||
Summary | 0028574: Mouse scroll to open/close overview map, with small dead-zone to avoid mistakes | ||||
Description | Now the two maps are synced, I'd like if my "maximum zoom" level scrolling with the mouse wheel to open the expanded overview map screen (and vice versa,) probably with a 1second delay between the transition. The dead zone would help avoid annoying the player with unnecessary scene changes, but the functionality it would add is just steam-lining the interface. Things like this are helpful for players like me who like to bind all keys within easy reach of the keyboard-hand so the mouse-hand never has to move position. I don't think this is a priority at all, content and fixes should both be a priority, I just wanted to get the suggestion up in case it's worth doing some time down the road. | ||||
Tags | No tags attached. | ||||
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This would be very very hard, so it's a thing that wouldn't be around for a long time. With the really large transports that are super high, you really have to ram your zoom all the way out and then move it around a bit. And I can't increase the zoom because that would then mess with the way the edge of the city looks. And since the transports and other high-fliers are a thing you need to deal with, I can't have a proper dead zone. And I can't lower the high-fliers, or else they will intersect with the camera a lot of the time during play. So there's this kind of cascade of things. If I made it so you could zoom out further, I'd need to make it so that the wasteland around the city had a father draw distance somehow. To not bloat savegames, I'd need to do something clever with re-rendering some of the wasteland cells further out, when they're not really there, at zoom levels this could get to. That's probably the biggest hurdle that then allows unraveling some of the other bits. |
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Appreciate you thinking about it, but if it's technically problematic it's not at all necessary. This was a "nice to have" along the lines of "something I'd like to do," but I don't imagine it being very important. Map toggle is simple (and snappy.) |
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Oh. I just realized that what I meant by a dead-zone was not spatial (which you seem to be using in the context of high-flying transports.) I mean that once the map was zoomed as far out as it can go, there would be a *time*-based deadzone where hitting max zoom wouldn't remove the player to the overmap, unless one second (or whatever) had passed at that max zoom level. If I'm understanding correctly, this should not suffer from the same implementation issues which you described making it technically problematic, since there would be no difference to the space or zoom, just allowing mouse-wheel to trigger the "tab" effect if it is at the max level and x_time has passed. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 31, 2024 4:38 pm | Leximancer | New Issue | |
May 31, 2024 4:38 pm | Leximancer | Description Updated | |
May 31, 2024 4:39 pm | Leximancer | Description Updated | |
Jun 1, 2024 12:03 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 1, 2024 12:03 pm | Chris_McElligottPark | Status | new => considering |
Jun 1, 2024 12:03 pm | Chris_McElligottPark | Note Added: 0068916 | |
Jun 1, 2024 4:58 pm | Leximancer | Note Added: 0068932 | |
Jun 9, 2024 7:41 pm | Leximancer | Note Added: 0069204 |