
I played OpenClonk the last few week after a long time and I realized that the clonk always jumps the same height, when I press up. I think it would be more intuitive if the clonk would jump higher as long as the jump button is pressed (Comparable to Mario). Of course there should be the jump maximum of the current jumpheight. In my opinion the clonks movement should be as dynamic as the landscapes are. There are also quite a few things I still don't like about the new steering.

I'm not sure how well that would work with keyboard control though. Pressing two keys at the same time is a bit awkward, especially if you want to do something else mid-air (such as pressing Space to use things, or Shift to collect something). We would have to try it in a test scenario.
What are the other things you don't like about the new steering?

> if you want to do something else mid-air
Okay, that might be an issue, but for me I just needed the mouse in mid-air (e.g. in combat).
I found it sometimes annoying, when I couldn't get somewhere with simple low jump, when the ceiling in front of me was too low. That's just an example.
>What are the other things you don't like about the new steering?
I put them in a new thread http://forum.openclonk.org/topic_show.pl?tid=3402

Copy this either into your user folder or clonk installation folder and start the scenario "Treasure Hunt [JumpTest]" to try it out.
You jump the default height if you hold the key, and much lower if you just tap it.
If you want to test it in other scenarios, copy this script into its System.ocg:
#appendto Clonk
public func ControlJumpExecute(int ydir, ...)
{
if (inherited(ydir, ...))
{
// Add a timer to adjust vertical speed if not holding the jump key
if (this.jumpfx) RemoveEffect(this.jumpfx);
this.jumpfx = CreateEffect(FxJumpTests, 1, 1);
return true;
}
return false;
}
static const FxJumpTests = new Effect
{
Timer = func(int time)
{
if (time > 60) return FX_Execute_Kill;
if (!Target) return FX_Execute_Kill;
if (Target->GetProcedure() != DFA_FLIGHT) return FX_Execute_Kill;
var ydir = Target->GetYDir();
if (ydir > 0) return FX_Execute_Kill;
var plr = Target->GetController();
if (GetPlayerType(plr) == C4PT_User)
{
if (!GetPlayerControlState(plr, CON_Up))
{
Target->SetYDir(ydir + 3);
}
}
return FX_OK;
},
Destruction = func()
{
if (Target) Target.jumpfx = nil;
}
};
Attachment: TreasureHuntJumpTest.ocs (168k)

I guess more people should test it.
I made a video to show what I meant with getting stucked in the landscape.
https://youtu.be/EmlBRy89EYs
> I made a video to show what I meant with getting stucked in the landscape. https://youtu.be/EmlBRy89EYs
I thought we had solved that by auto-scaling up if you press towards the wall?

No objections at the moment, did you set the minimal jump height to this value on purpose?
I would like to test this in melees and some settlement rounds to see if you really gain something without it leading to making mistakes (i.e. not keeping the key pressed).
I would like to test this in melees and some settlement rounds to see if you really gain something without it leading to making mistakes (i.e. not keeping the key pressed).

> I would like to test this in melees
I made a mod of ChristmasHotIce here: Download
Changes:
* Added jump height change script
* Dynamite explodes with extra iron bombs
* Dynamite boxes have 40 dynamite sticks
* The bow is much faster, but has random shooting strength
* The toolbox present also spawns three presents
* If you collect a gold nugget and throw it into the lava, you can make a wish
Why not push this to the main repos? Then we can test it and either keep it for 8.0 or kick it out.
I favor that option, too, but only if overloading this behaviour is easy: I want to be able to have the old behaviour in e.g. Hazard if the new one turns out to not work so well there.

>Why not push this to the main repos?
Because copyright. Btw I made own recordings of two christmas songs so far (Jingle Bells and Silent Night). We could use these instead of the copyrighted musics which are in there right now. I also intended to replace these as soon as I'm done recording all the christmas music.
I hereby license the file K_jinglebells.ogg under the CC-BY license
I hereby license the file K_silentnight.ogg under the CC-BY license
Attachment: K_jinglebells.ogg - Jingle Bells, played by K-Pone (1958k)
Attachment: K_silentnight.ogg - Silent Night, played by K-Pone (2065k)


I really meant the jumping scripts only. Any hot ice mod should never go into the main repos!
Filesize (mostly music) versus added gameplay (~0) is not worth it.
How about adding the scenarios as sections and putting the music inside an Extra.ocg?

(The Christmas Ice changes are cool too)


Shall we disable it for HotIce? Disable it after WindBag use? Or don't implement it at all?

Low jumps look a bit weird, because the clonk goes up fast and then decelerates. So it doesn't look like a parabulum any more. But otherwise I think it's very smooth.
Other updates: [s2modv3]
* /bescherung (once per player per game) drops lots of presents
* Nugget weight increased to 10'000
Download
Attachment: ChristmasIceS2Mod.ocs (5181k)

>Nothing should happen in the middle of the jump any more
What happened there? :o

What exactly were the complaints about, by the way? Was it really about the jump itself or the combination jumping and the windbag? Did you try to modify the windbag in the way that it immediately gives full acceleration like with the old jump?
I haven't tested it, but I have a question: I've always felt like it was a lot harder/more random to hit others with bows and the like. I've always blamed this on the heightened agility in OC. Does this change affect that?
It should be a bit harder to hit the enemy swordsman when he is forced to jump over a small hole and you shoot an arrow over his head because you aimed for the usual height while a small jump was enough for him.

> I've always felt like it was a lot harder/more random to hit others with bows and the like. I've always blamed this on the heightened agility in OC.
I never felt the same, to be honest. Especially the fixed jump height made shooting the bow predictable.
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