Thurin Report post Posted February 3, 2004 I am not even sure if its possible, but being able to move the angle of the camera to almost eye level, or at least a bit more down, would be excellent for the game, since right now there are many places where you go in blinded, in caves and into cities with big walls. You can run into goblins or worse the way the camera angle is set up now. i am just throwing in this idea, but I am not sure if it can be done. Share this post Link to post Share on other sites
Arafin Report post Posted February 3, 2004 Or farther up, so its kind of like the GTA 1-2 versions. WOuld help see, and wouldnt require to much extra work (I dont think lol). Share this post Link to post Share on other sites
Puntif Report post Posted February 3, 2004 I think I saw an optional patch in the CVS that relaxed the restrictions on camera angle. I'm pretty sure that a shallower angle will give you a considerable drop in FPS. I have in the past asked that a steeper angle be allowed, so maybe I'll go try out that patch myself. Share this post Link to post Share on other sites
Keknehv Report post Posted February 3, 2004 I agree, I think that it would be VERY nice to have an almost birds-eye view. Then you could see all around you easily! Share this post Link to post Share on other sites
Leeloo Report post Posted February 3, 2004 Birdseye would be great for navigating the caves too. Share this post Link to post Share on other sites
Mar(c) Report post Posted February 3, 2004 ... and don't forget the dense forests! *shiver* Share this post Link to post Share on other sites
duran Report post Posted February 3, 2004 citys to. sometimes i walk past the sidestreet as there are buildings blocking my view... Share this post Link to post Share on other sites
Entropy Report post Posted February 3, 2004 When we built those limitations, we put the limits as they are now because at higher or lower angles there were all kind of artifacts showing. If you really want different angles, feel free to patch the game... Share this post Link to post Share on other sites
duran Report post Posted February 4, 2004 engine "problems", figures Share this post Link to post Share on other sites
Entropy Report post Posted February 4, 2004 Not engine problems, since the engine was not DESIGNED for such angles. It's like saying that the Mario engine has problems because it can't load Quake maps. Share this post Link to post Share on other sites
duran Report post Posted February 4, 2004 err, look at the word problem in my post. see the "" that are at both ends? problems in the fact that the quality breaks down when you push it outside of the limits set Share this post Link to post Share on other sites
born2boot Report post Posted December 10, 2004 The camera angle I think is one of the most disappointing aspects of the game ror me. In other games you get a sense of place, that is mostly missing from EL. Through longer perspective you are aware where you are, you see landmarks, and you can see areas you may be interested in exploring. In some sense, without that kind of perspective why be 3D at all? Is there any potential solution to this problem? Could perhaps the rendering quality drop for longer distances automatically? For an overhead view could a different rendering style be used (foreshortend? I can't remember the right term). It is a shame just to give up and say "can't be done", a solution would dramatically improve the game experience. Share this post Link to post Share on other sites
Tigger Report post Posted December 10, 2004 Wow, this was a 9 month old topic that should stay sleeping lol. I like the camera angles as is... my video card can handle el as it is now. Share this post Link to post Share on other sites
born2boot Report post Posted December 10, 2004 Wow, this was a 9 month old topic that should stay sleeping lol.I like the camera angles as is... my video card can handle el as it is now. Right, sorry. I read in another thread that EL is 'isometric', so it makes sense that the camera angle is limited. Share this post Link to post Share on other sites
ecraven Report post Posted December 10, 2004 i would say el is 3d.. isometric is ultima VII style.. so there's only technical reasons why the angle is as it is.. just by a quick look at the implementation a steeper angle wouldn't be a problem (no idea about those artifacts, will try at some time..), but a flatter angle would require a bigger rewrite.. Share this post Link to post Share on other sites
Roja Report post Posted December 10, 2004 One big problem is inside the houses. The maps were designed to be at the max. zoom out there is currently-if anyone DOES make a patch for a bigger zoom out/camera angle, they need to make sure inside maps will not let it work, to prevent you from seeing other house insides while you're inside. Would be nice to make lower camera angle too. If at all possible(probably not). Share this post Link to post Share on other sites
ecraven Report post Posted December 10, 2004 (edited) i wouldn't advise a flatter (wider) angle, as that would increase processor load considerably.. also the server would have to be modified to inform the client of actors that are outside the current maximum region.. so all in all: steeper = good, probably doable flatter = bad i'll have a look at it later.. update: ok, very non-intensive testing seems to show that steeper (up to totally vertical) is ok, though bushes and things tend to look ugly from above.. (much) flatter is a problem, because then clicking the ground doesn't work outside a certain radius (which could probably be fixed) and because the engine only draws a fixed radius around the character (which could be fixed as well..) but the *major* thing is that right now the camera is *higher* than any obstacles (trees, mountains, houses), so camera collision would have to be implemented etc.. not a good idea zoom factor could be a bit more, (i tried 5, and it still worked..) and a bit closer would be ok too, so you can look at your character in more detail.. suggestions? devs? is it ok to change this within the limits of the current engine? Edited December 10, 2004 by ecraven Share this post Link to post Share on other sites
Learner Report post Posted December 10, 2004 The limits in the current client are to prevent too much confusion to n00bs. For instance, there are important objects you can't see at extreme angles and zooming farther away allows you to see animals/players suddenly appear instead of walking in. Plus, the larger zooms on indoor/cave maps shows things less realisticly and outdoor maps look worse near the edges. P.S. for a funny view, try a negative zoom level! Share this post Link to post Share on other sites