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@MelonSpeedruns
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@MelonSpeedruns MelonSpeedruns commented May 15, 2022

Has a toggle in the experimental im-gui menu. C-Buttons need to be changed from the right stick to other buttons manually in the shipofharkinian.ini file. Here's what I use with a Pro Controller:

btn_cright=10
btn_cleft=3
btn_cdown=2
btn_cup=8
btn_r=517
btn_l=9
btn_dright=14
btn_dleft=13
btn_ddown=12
btn_dup=11
btn_start=6
btn_z=516
btn_b=1
btn_a=0
btn_stickright=512
btn_stickleft=-512
btn_stickdown=513
btn_stickup=-513
sdl_controller_axis_leftx_threshold=16.000000
sdl_controller_axis_lefty_threshold=16.000000
sdl_controller_axis_rightx_threshold=16384
sdl_controller_axis_righty_threshold=16384
sdl_controller_axis_triggerleft_threshold=7680
sdl_controller_axis_triggerright_threshold=7680

@vaguerant
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vaguerant commented May 16, 2022

Think I've found an issue here. If you're in free camera mode and start climbing a ladder, vine, etc., re-centering the camera with Z doesn't work. You're stuck in free camera mode until you reach a platform.

Pure guesswork: in the base game, the camera gets locked behind you when you're climbing, so I suspect it's this camera lock that's preventing the player from escaping free camera mode.

EDIT: Not an issue, but options to invert the axes would be welcome.

EDIT2: An option to default back to the original camera when entering a new map might be warranted? I can see people wanting it both ways. I think the HD remakes on Wii U reset the camera on each map change but that shouldn't be only behavior.

@MelonSpeedruns
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Think I've found an issue here. If you're in free camera mode and start climbing a ladder, vine, etc., re-centering the camera with Z doesn't work. You're stuck in free camera mode until you reach a platform.

Pure guesswork: in the base game, the camera gets locked behind you when you're climbing, so I suspect it's this camera lock that's preventing the player from escaping free camera mode.

EDIT: Not an issue, but options to invert the axes would be welcome.

EDIT2: An option to default back to the original camera when entering a new map might be warranted? I can see people wanting it both ways. I think the HD remakes on Wii U reset the camera on each map change but that shouldn't be only behavior.

Good ideas! Will implement those and fix the ladder bug

@t0mtee
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t0mtee commented May 30, 2022

Trying it out right now. It works well, apart from the camera clipping through the floor when it pans down. Also noticed that the 'ladder' glitch also happens when charging up for a spin attack

@outerwinnie
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Doing an entire playthrough with this, and the only problem that i have found is the camera clipping through the floor and wall. Especially on the water temple:

The Legend Of Zelda - Ocarina Of Time Screenshot 2022 05 30 - 18 25 33 26

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@dcvz dcvz left a comment

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Looks great! Only big issue is that we seem to have removed some of the dg strings again. Otherwise just some small nitpicks. Great work here! ✨

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LGTM 🚀 🏆

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@briaguya0 briaguya0 left a comment

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couple small comments, but nothing that makes me think we shouldn't :shipit:

Comment on lines +382 to +385
Conf[ConfSection][STR(BTN_CRIGHT)] = std::to_string(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
Conf[ConfSection][STR(BTN_CLEFT)] = std::to_string(SDL_CONTROLLER_BUTTON_Y);
Conf[ConfSection][STR(BTN_CDOWN)] = std::to_string(SDL_CONTROLLER_BUTTON_X);
Conf[ConfSection][STR(BTN_CUP)] = std::to_string(SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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i like this

Normal1* norm1 = (Normal1*)camera->paramData;

f32 playerHeight = Player_GetHeight(camera->player);
f32 sp94;
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it's not clear what sp94 means, since it's a local var only used in here, it'd be nice to have a more descriptive name

@Kenix3 Kenix3 merged commit 66ec623 into HarbourMasters:develop Jul 12, 2022
@MelonSpeedruns MelonSpeedruns deleted the free-cam branch July 12, 2022 23:03
briaguya0 pushed a commit that referenced this pull request Jul 14, 2022
* wip free cam

* Almost done, needs collision still

* Added free cam behind cvar

* added WIP collision

* Fixed & implemented "Manual mode" from WW & TP

* Fixed camera not rotating when Link is moving

* fixed initialized camera rotation

* Fixed camera getting stuck + made it smoother

* reduced deadzone

* fixed epona camera height + added WW z-target free camera

* Adjusted player camera height & fixed fov

* Fixed camera roll

* fixed fov when moving the camera while in z-target

* Camera resets to Auto when going through doors or changing maps

* Fixed building

* touch

* more touch work

* Added WIP mouse support to the free cam

* gui stuff

* fixed building

* fixed building error

* ok fixed building for real this time

* oops

* Fix compilation issues

* removed mouse stuff that magically appeared in this branch

* smoothed out stick values & removed remains of mouse support

* re-added manual camera when pressing Z

* reduced minimum Y position of camera

* Addressed dcsv's nitpicks

* part 2

* oops

Co-authored-by: David Chavez <[email protected]>
briaguya0 added a commit that referenced this pull request Jul 14, 2022
This reverts commit 0a24a07.
KiritoDv added a commit to KiritoDv/Shipwright that referenced this pull request Jul 17, 2022