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Starmade | Cooldown/reload animation not intuitive
Confirmed task for development, TrivialPublic

Description

The cooldown/reload animation should run with a constant angular speed like a clock, instead it slows down on the edges. Just a minor detail that bugs me...

Details

Commits
Restricted Diffusion Commit
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
none/unspecified
Reproducible
Yes
Last tested (version)
0.19431
Category
Animation
First occurrence (version)
0.19361
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain

Event Timeline

NuclearFun updated the task description. (Show Details)Aug 12 2015, 6:19 PM
NuclearFun changed the visibility from "Custom Policy" to "Public (No Login Required)".
NuclearFun changed the edit policy from "Task Author" to "All Users".
NuclearFun changed Category from none/unspecified to Animation.
NuclearFun set First occurrence (version) to 0.19361.
NuclearFun edited Serverconfig (server.cfg). (Show Details)
NuclearFun edited Clientconfig (settings.cfg). (Show Details)
NuclearFun added a subscriber: NuclearFun.
NuclearFun created this task.
NuclearFun raised the priority of this task from to Needs Triage/Unclassed.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptAug 12 2015, 6:19 PM

how much does it slow down? (it could be an optical illusion)

it looks like it pauses in the edges, very visible with a long reload weapon system (missile+100%beam for instance)

Validated seen it myself via missiles atc it isn't very smooth at all and slows down when it nears edges.

Zackey_TNT triaged this task as Trivial priority.

It is a rather minor issue.

Megacrafter127 shifted this object from the S1 Public space to the S3 Starmade space.Aug 13 2015, 11:34 AM
Megacrafter127 set Task Type to Bug.
Megacrafter127 set Affected Gamemode(s) to none/unspecified.
Megacrafter127 set Reproducible to uncertain.
Megacrafter127 set OS-Specific to No.
Megacrafter127 set Hardware-Specific to No.
Megacrafter127 set Video Card Vendor to uncertain.
Megacrafter127 edited Serverconfig (server.cfg). (Show Details)
Megacrafter127 edited Clientconfig (settings.cfg). (Show Details)
Megacrafter127 claimed this task.

Confirmed: the endpoint of the line always moves by a fixed amount of pixels alongside the side of the square, stopping in the edges for 2 iterations to change sides.
Tested using the cooldown of a 1-block scanner.

Megacrafter127 changed Reproducible from uncertain to Yes.Aug 13 2015, 11:43 AM
Megacrafter127 set Last tested (version) to 0.19366.
Megacrafter127 moved this task from Open / Validated to Confirmed on the Issue Navigation board.
Megacrafter127 changed the task status from Open to In Queue (Game).
Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptAug 13 2015, 11:44 AM
Restricted Application added a commit: Restricted Diffusion Commit.Sep 3 2015, 7:39 PM
Restricted Application changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptSep 3 2015, 7:39 PM
Megacrafter127 changed the task status from Resolved to In Queue (Game).Sep 9 2015, 10:07 PM

-QA Testing-
Behaviour unchanged. tested build: 20150907_154125
I assume after 4 days and 7 builds the commit has been merged?

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptSep 9 2015, 10:07 PM
Megacrafter127 changed Last tested (version) from 0.19366 to 0.19431.Sep 9 2015, 10:07 PM
Restricted Application added a commit: Restricted Diffusion Commit.Sep 10 2015, 5:27 AM
Restricted Application changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptSep 10 2015, 5:27 AM

It appears that I missed the jump drive and scanner charge animations. Is that what you were re-testing with?

Yes. As 1-block-scanners reload very slowly, I test with those first, as the difference is much easier to spot.

Megacrafter127 changed the task status from Resolved to In Queue (Game).Sep 14 2015, 1:05 PM

-QA Testing-
The animation does not stop in the edges, however, it still slows down towards them. You can see it if you cover your monitor except for a circle around the center of the slot. Affects weapon and scanner cooldown, other cooldown/charge animations were not tested yet due to the aforementioned results.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptSep 14 2015, 1:05 PM

There's really nothing else I can do. Either I make the 'line' move around in a circle at a constant speed but clipping at the edges of the square (which caused the first issue), or I make the second point in the line follow the edges of the square, moving at a constant speed (which is the new implementation). There's really not any other way to animate the cooldown :S

Megacrafter127 added a comment.EditedSep 14 2015, 7:05 PM

There should be:
If t=timeSinceAnimationStart and T=lengthOfAnimation, and v(t)=speedAlongsideSquare, then a constant angular speed of the line can be achieved by:
v(t)=1-cos(PI*4t/T)*(sqrt(2)-1)
[assumed average speed: 1]
Since speed is the derivative of distance over time[after some dividing to get the numbers within the frame of 0 and 1]:
s(t)=t/T-(sqrt(2)-1)*sin(4PI*t/T)/4PI
v0, 4PI and (sqrt(2)-1) are all constants, so those shouldn't keep the computer too busy.
s(t) will tell you how much of the circumference of the square the line has traveled since the animation started, and for as long as 0<t<T, 0<s(t)<1
I hope this helps[and I hope I didn't make a mistake in the math].

AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:26 PM
Restricted Application added a project: Models. · View Herald TranscriptMar 10 2017, 5:26 PM
AndyP moved this task from Backlog / Unclassed to Beta on the Models board.Mar 11 2017, 10:54 PM