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ALCUGS -- Fan Ages Mouse Problem

Postby calroger » Sun 23. Sep 2012, 21:19

I have been exploring several of the fan ages in ALCUGS. In my opinion, so far, I have found a few excellent ones and quite a few that leave something to be desired. However, I have found two problems that are common to several of the ages I have explored.

1. Mouse navigation is compromised. Frequently, if I am close to an object or wall, if I try to walk forward, my awie will rotate 180° before moving. If I click forward again, it rotates back to the original direction. I have tried several different options in the tools menu to no avail. Navigation with the arrow keys works just fine. The mouse works just fine in the "system ages" such as city, Teledahn, etc. I was disappointed when I found this problem in Vothol Gallery. This is a beautiful age that works fine on other sites such as Cyan MOULa, Gehn, etc.

2. In many of the ages I have sampled, if I walk or run up a hill and stop, I slide back down the hill. I think there is a physics problem here, perhaps introduced by Drizzle or the offline-ki.

As indicated in previous postings, I am working offline because of the Drizzle no-CD patch. Currently, without that patch, many things such as linking to the city, do not work and freeze the game.

Any suggestions or fixes?

Cal
Cal (Akon in game)
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Re: ALCUGS -- Fan Ages Mouse Problem

Postby Ehren » Mon 24. Sep 2012, 01:45

I would say to go to Game Settings then use "Advanced >>" and UNcheck the "Go To Where I Click" option.
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Re: ALCUGS -- Fan Ages Mouse Problem

Postby calroger » Mon 24. Sep 2012, 05:33

Thanks, Ehren, Your suggestion solved the "spinning" avatar problem. However, I still have the problem sliding down the hills. I'll keep working on that.

Cal
Cal (Akon in game)
---------
HP Pavilion P6347C, AMD Athlon II X4 630 processor, 2.80 ghz
nVidia GeForce GT640 Graphic card
6 gb RAM
1.2 tb (1200 gb) on three drives
Windows 10 Home Edition
Directx V.11
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Gehn Shard Name: Retiredman
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Re: ALCUGS -- Fan Ages Mouse Problem

Postby calroger » Mon 24. Sep 2012, 19:29

I may have spoken too soon. I have visited several fan ages this morning and have not experienced the sliding problem. I have walked on some fairly steep hills with no problem. Consequently, unless I report otherwise, consider that problem fixed, also.

Thanks again Ehren.

Cal
Cal (Akon in game)
---------
HP Pavilion P6347C, AMD Athlon II X4 630 processor, 2.80 ghz
nVidia GeForce GT640 Graphic card
6 gb RAM
1.2 tb (1200 gb) on three drives
Windows 10 Home Edition
Directx V.11
calroger

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Gehn Shard Name: Retiredman
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Re: ALCUGS -- Fan Ages Mouse Problem

Postby calroger » Mon 24. Sep 2012, 22:43

calroger wrote: Consequently, unless I report otherwise, consider that problem fixed, also.


I am here to report otherwise. My avatar still slips and slides in some fan ages.

Cal
Cal (Akon in game)
---------
HP Pavilion P6347C, AMD Athlon II X4 630 processor, 2.80 ghz
nVidia GeForce GT640 Graphic card
6 gb RAM
1.2 tb (1200 gb) on three drives
Windows 10 Home Edition
Directx V.11
calroger

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Gehn Shard Name: Retiredman
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Re: ALCUGS -- Fan Ages Mouse Problem

Postby Annabelle » Sat 20. Oct 2012, 18:36

For your sliding issue, I don't see one really...

it's all depends on the writer's will in making his/her age.

What about an age where sliding is part of the fun? It wouldn't be fun at all to just stick and stand halfway up a hill without even moving.

If you load the first version of Maw (2008Dec3) on uru:cc offline and try to move around the age you won't go very far...you'll die real quick by reaching your Relto.

If you play the fixed version of Maw (2010Sep18), the one on Alcugs TOC shard, you will stick on the rock pillars.

It's just a physical thing inside the collisions that has to be there or not, a gripping effect if you want. Note that by default on uru:cc environment shards (like alcugs TOC) the slidding effect is ON because of the physic engine: Havok. Age writers tweeks their age to avoid slidding effect and not the opposite.

On the other end of the spectrum, you have the shards like Gehn and TOC MOUL that are using a modified tweeked version of PhysX which make the avatar stick on any slope between 1 to 89 degrees inclination. In between, you have "traditional" physX engine shards like Minkata and MOULa.
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