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Change depth preview to better show unpathable water #5312
Change depth preview to better show unpathable water #5312
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…ch/fa into deploy/fafdevelop
This looks like a great start. Your last suggestion is good, but difficult to implement accurately. I'd encourage you to try that in a separate pull request once this one is complete 😃 You're right that there is duplicated code, but nothing that appears harmful in my opinion.
This is introduced by the Lua code. It was intended to create a 'soft' transition. Feel free to adjust the parameters or behavior to make it work better. |
In case it is unclear - we spoke on Discord about this feature. My name there is |
Indicator now appears at a minimum depth of 0.25, down from 1, and opacity scales twice as quickly
Ok fiddled around a bit and reduced the minimum depth for the indicator. This seems more natural to me and it was a bit confusing when testing water and the indicator disappeared "randomly". The red is much more visible than the yellow indicator so the difference between indicator disappearing (not deep enough) and turning yellow (deep enough) was hard to see. @Garanas
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We can't compute the maximum water depth at game launch. I don't recall the height between dots, but what if we go as far as a depth of 25? Anything beyond is not passable for amphibious units, for example |
ok, the distance between dots is 0.75 (so 2 dots hit the 1.5 depth needed for navy), so we'd need 31 dots for depth 25 (dot 32 would appear at 25.5). If we take less the dots should just stop appearing at higher depth, which is probably also a good solution compared to increasing the dots from 8 -> 31, when they are rarely ever needed. |
I've done some testing, apologies that it took so long. In general I think these changes are great. I noticed that it isn't 100% representative of the truth, I'm not sure where the difference is. The navigational mesh is also not 100% accurate. As an example: Take the location of the submarine. Submarines have the same minimal depth. Yet, the submarine can go there but neither of water-based units can. |
@gordenwunderlich would you have time to make a change this week? Then we can include it for the next patch, the 2nd of September. What if we just show two points:
And when the depth is 1.5 or less we just show one sphere that is red. Any other intermediate point feels meaningless. The tool was originally developed to help understand the offset of orders for units on the ocean floor. Especially useful when trying to micro reclaim with SACUs or engineers. |
@ComradeStryker You use this feature, what do you think of the suggested change? I don't know who to ask when people don't use the feature.
Yes it was 😄 |
I don't really see an issue with the current iteration. It works well, and gets the information needed across really easily. Being able to see a color rather than a line of yellow, would probably be an improvement. I think just seeing yellow all the time, eventually you will overlook it, because it blends in or you just get used to it... ~ Stryker |
@ComradeStryker @Garanas |
So the yellow dots are still there, but there is now a red dot to indicate an area where navy is not able to be built, Yeah, that seems like a huge improvement to indicate water depth. As for "more user-friendly", well... But as I mentioned before, the current one works well for what it was made to do, but that's it. That all being said... I'd really have to see this new version to fully understand it. ~ Stryker |
@ComradeStryker |
@ComradeStryker You should have a dev environment setup. You did previous work on the repository. You can check out on this branch |
I've decided to just go with it for now. We're free to change it up again in the future, to include additional spheres for example. The ability to have a rough estimation as to whether water is deep enough is more important to me at this moment. |
I just tested it and I think the two dot solution works nicely. The only thing that I noticed, that is a bit odd, is that when you build e.g. a torp launcher, the lower ball will wiggle a bit up and down, because it still measures the depth at the mouse cursor even though the ball stays at the center of the structure |
@Garanas |
You don't. The UI layer is not aware of the heightmap except of the location of the mouse |
Maybe it is better then to not artifically set the x and z position of the dot, but to still have it follow the mouse. |
I like the new one a little better than the current one. ~ Stryker |
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Things to look at: