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:
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);
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);
Destruction = func()
if (Target) Target.jumpfx = nil;
I guess more people should test it.
I made a video to show what I meant with getting stucked in the landscape.
> 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?
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
* 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?
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
(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
>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?
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