Camera Control for Racers

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c3ns0rd
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Joined: 22 Mar 2013, 00:58

Camera Control for Racers

Post by c3ns0rd » 22 Mar 2013, 01:01

Please please please for the love of my head have an option that allows us as players to override track makers taking control of our camera. The way the camera jostles when moving between first and third person mode on loops makes me dizzy. I can't buy this game unless you give us a lock feature so we can lock in our camera and never let it be changed even on override commands from the track.

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TMarc
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Re: Camera Control for Racers

Post by TMarc » 22 Mar 2013, 01:19

Why don't you look for maps where this feature is not used, or create your own tracks then? ;)
I'm pretty sure the majority of the players very welcome the "automatic" camera change, especially in loopings or wallrides as they can't be driven properly with the camera setting 1 or 2 without crashing into the borders.
And to change the camera perspective manually during a race is also not very handy.

But I agree this could be a interesting option to add :arrow: moved to Beta Reports.
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JumperJack
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Joined: 15 Jun 2010, 11:05

Re: Camera Control for Racers

Post by JumperJack » 22 Mar 2013, 08:25

tracks where you get dizzy from camchanges are simply faulty converted tracks from tm1. there is no 'real' tm2 stadium track with this bug.

also, camera-override will never see the light of day, since it would give an unfair advantage to drivers of several kinds of tracks (like micromachines, rpgs, custom cams, etc).

just play on server with either maps built in tm2, or maps that are well converted, and you won't have this problem. surely it's also not your problem, but actually the serverowner's problem, but apparently they don't care enough yet. ;)
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tm2_stadium_beta
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Joined: 28 Feb 2013, 01:36

Re: Camera Control for Racers

Post by tm2_stadium_beta » 22 Mar 2013, 08:32

Totally agree with you, JumperJack. :thumbsup:

roke
Posts: 25
Joined: 13 Nov 2011, 21:38

Re: Camera Control for Racers

Post by roke » 04 Apr 2013, 01:57

JumperJack wrote:tracks where you get dizzy from camchanges are simply faulty converted tracks from tm1. there is no 'real' tm2 stadium track with this bug.

also, camera-override will never see the light of day, since it would give an unfair advantage to drivers of several kinds of tracks (like micromachines, rpgs, custom cams, etc).

just play on server with either maps built in tm2, or maps that are well converted, and you won't have this problem. surely it's also not your problem, but actually the serverowner's problem, but apparently they don't care enough yet. ;)
Just for interest's sake - there are ways to convert a track perfectly and ways to convert it buggily and there simply appears to be a huge number of serverowners who do it the wrong way to spite people?

And a camera override gives advantage to drivers who... use a built-in function (as requested) as opposed to those that don't? Like the brakes, per chance, or the arrow keys? (OK, I actually know what you mean about rpgs, custom cams, etc.)(Damn I almost know what you mean about micromachines, considering that Micromachines was the first ever computer game I bought due to the hype and regretted ever after).

And, what is your formula for detecting servers that have maps built in tm2 or well-converted maps? Aside from hitting a "bad track" and then blacklisting the server in your mind? Do you have a list of excellent servers in mind that you would like to commend? Real servers, not just those that run official tracks?

Finally, if there's indeed a conversion mechanism, then it's faulted, if the (even, or especially the cam) behavior in a converted track is different from the original one. That's not conversion and should not be propagated as such. The suggestion that the existing track base should be re-created for tm2 is harsh.

Disclaimer: I have never created a track, never "converted" one. Never run a TM server. I'm the target audience, not one of the "few in the know".

And tm2_stadium_beta... I apparently totally disagree with you.
Last edited by roke on 04 Apr 2013, 21:13, edited 1 time in total.

JumperJack
Posts: 232
Joined: 15 Jun 2010, 11:05

Re: Camera Control for Racers

Post by JumperJack » 04 Apr 2013, 07:04

that's a detailed reply, i'll try to elaborate as good as possible. ;)
roke wrote:Just for interest's sake - there are ways to convert a track perfectly and ways to convert it buggily and there simply appears to be a huge number of serverowners who do it the wrong way to spite people?
surely it is easy to convert tracks properly, but that's not up to the serverowners. the track authors should convert the tracks, calculate the shadows, etcetera. then the track author can re-released the track in tm2 stadium. what happens now, is that many serverowners just put tm1 stadium tracks on their server, which are not converted yet, leading to the buggy conversion. so, the buggy camchanges are the serverowner's fault, but it is the track author's responsibility to convert a track properly (and if an author doesn't convert his track, so be it, imo).
roke wrote:And a camera override gives advantage to drivers who... use a built-in function (as requested) as opposed to those that don't? Like the brakes, per chance, or the arrow keys? (OK, I actually know what you mean about rpgs, custom cams, etc.)(Damn I almost know what you mean about micromachines, considering that Micromachines was the first ever computer game I bought due to the hype and regretted ever after). Either way - your take appears to be that of a pretty shallow and cheap clown, pardon my straightforwardness.
well, the reason i said this, is because trackmania is built for diversity: track authors are practically limitless when it comes to possibilities. the use of custom cameras is one of them. i named rpg's and micromachine-tracks (indeed, it refers to the game, but in trackmania there have been whole servers and competitions dedicated to it, where during the whole race, the camera is 'hanging' about 50m above the car the whole time, and facing downwards, to give the same experience), but there are many more ways to 'use' custom cameras during a race. when people would have the ability to override these camera-settings, this would definitely give an advantage to them (loopcams are actually meant to make it easier for the driver, but many other uses for custom cams actually should make it harder for the driver, like micromachines). by enabling the camera-override, you're actually removing practically all creative possibilities with custom cams (also, if you want to see some true masterpieces with custom cams, go check out crusard's maps, like the trump card).
roke wrote:And, what is your formula for detecting servers that have maps built in tm2 or well-converted maps? Aside from hitting a "bad track" and then blacklisting the server in your mind? Do you have a list of excellent servers in mind that you would like to commend? Real servers, not just those that run official tracks? Are you a new purely tm2 serverowner who never saw a track until the beta was released?
well, there is not really a way to detect the 'good' servers. i think, though, that in a couple of months, so many tracks for tm2 stadium have been made, and converted from tm1, that there would be practically no servers left with 'bugged' tracks. also, when i play online, i usually drive on training-servers for leagues (though there aren't any in tm2 stadium, since there have been no leagues in tm2 stadium yet) or on Kacklappen RPG (only RPG-tracks). also, i have the feeling that most 'bugged' tracks will be on fullspeed servers, since they usually needed loopcams in tm1. however, i'm sure that within the next couple of months, some excellent servers will pop up, with great tracks. just keep an eye open for league training servers. for now, just roam the servers that are populated, and when you hit bad tracks ('bad' as in buggy cams or just bad tracks ^^' ) search for another one.
roke wrote:Finally, if there's indeed a conversion mechanism, then it's faulted, if the (even, or especially the cam) behavior in a converted track is different from the original one. That's not conversion and should not be propagated as such. The suggestion that the existing track base should be re-created for tm2 is beyond obnoxious.
there is indeed no conversion mechanism. people can simply open the tm1 stadium track in the editor, and they only have to change the triggers for the loopcams. it's actually very easy, but there are serverowners who just don't care and put 'unconverted' maps on their servers.
roke wrote:Disclaimer: I have never created a track, never "converted" one. Never run a TM server. I'm the target audience, not one of the "few in the know". The situation and the smugness about it that "you" have created is driving me away but I'm still sorta fighting it. As much as only giving zone rankings is (you're no 1 in Antarctica, racing against 635 in America, and 1243 in Europe) - zoning killed the DVD, what's up for slaughter next?
well, i've been playing this game for about seven years now, have owned multiple servers, created and released more than a hundred tracks, and have spent playing and training tracks for thousands of hours. tm2 stadium doesn't offer that much still, also regarding servers, but i'm sure it'll work out fine as soon as it's officially released.

i hope i elaborated my statement enough, and i hope you'll find some decent servers in tm2 stadium soon. also, if you own tm2 canyon as well, look for servers with for example "TWL2" in it, or "eyebo" (he is one of the best serverowners around, i guarantee you to have a good time there). ;)
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