https://imgur.com/a/AVRgknD
The images show the discrepancy between a questmarker viewed in the default camera (NW-is-up) and a 90-degree offset camera (SW-is-up, in this case). Quest markers should swing with the terrain as the spatial relationship between myself and the quest giver has not changed.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Quest markers consistently inconsistent.
Hmmm. I'm admittedly not entirely sure I have explored the geometric effects properly, but I don't think that is accurate. The arrow cannot follow the terrain since it, unlike the terrain, is bounded by the edges of the screen, and I think that the discrepancy is simply an effect thereof.qoonpooka wrote:Quest markers should swing with the terrain as the spatial relationship between myself and the quest giver has not changed.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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qoonpooka
- Posts: 400
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Re: Quest markers consistently inconsistent.
I misspoke, sorry.loftar wrote:Hmmm. I'm admittedly not entirely sure I have explored the geometric effects properly, but I don't think that is accurate. The arrow cannot follow the terrain since it, unlike the terrain, is bounded by the edges of the screen, and I think that the discrepancy is simply an effect thereof.qoonpooka wrote:Quest markers should swing with the terrain as the spatial relationship between myself and the quest giver has not changed.
The arrow should be pointing at something that is part of the terrain and thus should give a consistent bearing. The two bearings given in the images, however, are approximately 17 degrees off of one another. Also, the one with the shorter throw is the one with the more pronounced slope - that should be the reverse.
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Dakkan
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Re: Quest markers consistently inconsistent.
#BadCamIsGoodCam
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neeco
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- Location: Bat soup store
Re: Quest markers consistently inconsistent.
Tracking quest givers in bad cam is really funDakkan wrote:#BadCamIsGoodCam
W9: Hermit
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
jorb wrote:The running server is the test server.
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Granger
- Posts: 9255
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Re: Quest markers consistently inconsistent.
Possible solution could be to dumb down the markers and float them a certain distance around the character (as in other games) as long as they can't point to an actual object within the viewport (possibly make them 50% transparent while in that state to make it clear that they point into the distance) - instead of them hugging the screen border where they (at times) are obstructed by the bottom menu.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Quest markers consistently inconsistent.
Admittedly this is a bit problematic, but I think they'd be far more distracting close to the character. I do like how I can have them present even while not using them actively. I hadn't really thought much of it previously, but now that you mention it, I should perhaps consider trying to make them stick to the edge of the static UI instead of the edge of the window.Granger wrote:instead of them hugging the screen border where they (at times) are obstructed by the bottom menu.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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pppp
- Posts: 403
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Re: Quest markers consistently inconsistent.
What about placing markers on the edge of the minimap instead?
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IngloriouslyBad
- Posts: 148
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Re: Quest markers consistently inconsistent.
I walked ( on foot and swam ) from -16,-16 where I received a new quest to talk to "thuros" and ended up in 72,110 before I gave up and hearthed back home. Slightly ridiculous.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Quest markers consistently inconsistent.
I didn't intend them close to the character but more something like 70-80% the way to the nearest screen border, that would have them out of the way of the character (and not behind the UI) while leaving space free of them left and right (on the usual 16+:9 displays these days) to position windows.loftar wrote:Admittedly this is a bit problematic, but I think they'd be far more distracting close to the character. I do like how I can have them present even while not using them actively. I hadn't really thought much of it previously, but now that you mention it, I should perhaps consider trying to make them stick to the edge of the static UI instead of the edge of the window.Granger wrote:instead of them hugging the screen border where they (at times) are obstructed by the bottom menu.
But everything that makes sure they're not obstructed by fixed UI elements is appreciated.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020