How hard would it be to optimize the client to work with :cam bad?
Literally everyone is using :cam bad and if they're not, they're not living for very long
The problem is, when you are using this camera style, clicking things becomes very hit-or-miss
Clicking into a boat, putting things into a stockpile, clicking to plant on a tile, etc
I guess the game was made for the default cam and when the camera is turned in an odd way it makes you unable to click accurately/properly
Could we please get some client support for the Real Camera Mode?
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jordancoles
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Fix these unresponsive clicks
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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jorb
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Re: Fix these unresponsive clicks
I've seen that problem with the, indeed, real camera mode as well, but not recently... interesting.
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LadyV
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Re: Fix these unresponsive clicks
I dont know what mode Im using just default one but I have issues with having to double click and such to do things as well.
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Granger
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Re: Fix these unresponsive clicks
Basically you can't click anything above the horizon line.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Arcanist
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Re: Fix these unresponsive clicks
What I do is use shift + b, then you need to click within the bounding box for the click to register as having hit.
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loftar
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Re: Fix these unresponsive clicks
More importantly, why would the real camera cause one to not live very long?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Arcanist
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Re: Fix these unresponsive clicks
The normal camera only offers 4 points of view, some things can be hidden when in these fixed views.
Also without the ability to move the camera on the vertical axis you cannot see as far without being completely zoomed out.
For example when I am running, I rotate the camera to be whatever way is forward is up, if I had only the 4 points of view, I most likely couldn't do this, and without vertical movement I could not see so far ahead.
From the fixed views cliffs are completely invisible 1/4 of the time, and the mini map is too small to see them on larger res monitors so it gets annoying when bumping into them. This could potentially be lethal.
Also without the ability to move the camera on the vertical axis you cannot see as far without being completely zoomed out.
For example when I am running, I rotate the camera to be whatever way is forward is up, if I had only the 4 points of view, I most likely couldn't do this, and without vertical movement I could not see so far ahead.
From the fixed views cliffs are completely invisible 1/4 of the time, and the mini map is too small to see them on larger res monitors so it gets annoying when bumping into them. This could potentially be lethal.
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Vigilance
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Re: Fix these unresponsive clicks
Fact, it's how I died in my last chase.Arcanist wrote:From the fixed views cliffs are completely invisible 1/4 of the time, and the mini map is too small to see them on larger res monitors so it gets annoying when bumping into them. This could potentially be lethal.

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Glorthan
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Re: Fix these unresponsive clicks
The diagonal 90° locks are quite annoying for seeing things. The extreme zoom out on cam-bad is useful for seeing people at the edge of render, and also in mountains. It's hard to see the edge of objects on really steep terrain too, without a birds-eye view navigating closely around them is extremely difficult, even with bounding boxes on.loftar wrote:More importantly, why would the real camera cause one to not live very long?
I use the non-locking cam-ortho version (amber client) and it's quite nice except on mountains. I originally didn't get into cam-bad because of the glacial zoom speed and the inverted y axis, but those are patched in amber now, oh well.
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loftar
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Re: Fix these unresponsive clicks
So would it be a reasonable assessment that what you are complaining about is not so much the actual perspective, but just the zoom/rotation locks? If that were the case, I'd imagine the custom clients would have just removed those first thing.
Tbh, I would imagine that an orthographic camera would, all else being equal, offer one greater chances of survival than the bad cam, seeing as how the bad cam lets you see less on the parts of the map closer to you (the bottom part of the monitor, if you will).
Tbh, I would imagine that an orthographic camera would, all else being equal, offer one greater chances of survival than the bad cam, seeing as how the bad cam lets you see less on the parts of the map closer to you (the bottom part of the monitor, if you will).
"Object-oriented design is the roman numerals of computing." -- Rob Pike