DiGiaCom Tech

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Everything posted by DiGiaCom Tech

  1. DiGiaCom Tech

    Multi-Monitor Mouse Issues...

    I have a multi-monitor system, that is there are three (3) monitors (#1 2560 w x 1440 h, #2 & #3 1080 w x 1920 h) connected to my Windows system and Windows is set to extended mode so it sees them as one contiguous monitor (4720 w x 1922 h) set in a [2][1][3] arrangement . The problem is that, when playing your game full screen, the mouse IS NOT constrained to the game window that is being displayed full screen on the main/center monitor (#1 2560 w x 1440 h) and can move off of that monitor onto either of the two (2) side monitors. If this happens and a mouse button is clicked, whatever is under the mouse at that time becomes the 'Active Window' or application which jumps me out of your game and/or breaks, disrupts, and/or interferes the current action I'm performing in game (e.g. Terra forming). Sometime s when this happens the Terra forming tool locks into whatever state it is in, even after the mouse button is released, and just keeps on Terra forming. Very irritating! As a Unity3D Indie developer I know that it is possible to lock the mouse cursor within the game window so that this issue does not occur. I also see allot of hits in Google concerning this issue with Unreal Engine 4 (UE4) game development. Though I have no experience with UE4 development it appears that this is something you can and should implement within your game. ThanX - DJ
  2. DiGiaCom Tech

    Multi-Monitor Mouse Issues...

    Actually No! As I said, these are industry wide GUI design standards. Most desktop apps deal with focus (e.g. what window is active) and movement is allowed because of multi-tasking (switching to and/or copying & pasting between applications). That is, we want to allow the user to freely move from one application window to another (and I don't mean moving from one monitor to another here). In other types of applications, like games, where the mouse is a controlling feature this is undesirable. This is why the code to implement these types of mouse/cursor constraints is built into operating systems so developers can restrict the mouse/cursor to the active window whenever needed. Now look at the industry ... Every other game I've ever played on a computer implements this type of mouse/cursor constraint so why is it not so for Astroneer? Is this by design or is it just an oversight (bug)? If 'By Design' then they are going against the grain and need to rethink as it is a very irritating bug to say the least.
  3. Please add a function that will reduce the volume level of a storm based on how far under ground the player is. That is, when I'm in a cave two layers down with no exits to the surface anywhere near the player the sound can become DEAFENING when a storm passes directly overhead. As the player is insulated by a thick layer of ground, dirt, rock, whatever the sound from said storm should be substantially muted and or/ non existent. I know this is a game but ... you might want to consider that, it there isn't any air (e.g. we are in a vaccum) or the atmosphere is of some other makeup (e.g. Helium) then the transfer of sounds an they way they would be heard would either be impossible or dramatically different (e.g. Helium) as the sound waves travel at different rated in different mediums which could be accomplished by adjusting the pitch based on planet type and altitude. Would be a nice technical touch to the game sounds IMHO ThanX - DJ
  4. DiGiaCom Tech

    Issues With Rover Seats...

    I have noticed a couple things that need to be addressed as follows If you place a single seat on the front bumper of a rover (see link below) the controls are reversed (forward/backward at least) and it doesn't matter how it is rotated (facing up, down , right or left). Perhaps an option would be to create alternate seat models specifically designed for the fronts of vehicles. These could be of a more reclined nature (something like a formula 1 racing car). The player would have to build them -or- the seat could automatically switch to the second design when attached to the front (I prefer the former). >>> Click here for screen shot of rover with seat on the front <<< When you exit a seat like this, you are hurled into the air, fall, and then take damage. I suspect that this is because the game is looking foe a spawn point relative to the seat's orientation vs. the current surroundings. When you place a three person seat on a medium rover you cannot take it OFF and move it to another vehicle. As with most everything else in this game, it would be nice if, ALL modular components could be removed and moves about.
  5. DiGiaCom Tech

    Multi-Monitor Mouse Issues...

    Well, this is all part of basic 'Graphical User Interfaces' (GUI) design 101 ... and mouse cursors are not restricted to pop-up menus only. That is, when you are Terra forming you get an icon superimposed/projected on the ground telling where and what the tool is doing, as well as all of the in game popup control panels that can be opened by pointing at them ... those are GUI too. Developers need to take these types of issues into account (e.g. new technology and more robust end user equipment) as 'High-End' players aren't the only ones with 'High-End' systems these days ... especially now that monitors are cheaper and inexpensive graphics cards come with allot more memory and multi-monitor capability.
  6. I have a multi monitor system and, when playing full screen on the main monitor, the mouse moves off the monitor onto the other monitors and looses focus on the game window when clicked. Please lock/constrain the mouse to the game window only.
  7. DiGiaCom Tech

    Master Bug List?

    Is there a master list of bugs and/or new feature requests managed by the developers that players can review and check on the status of correction/development??? Inquiring minds want to know ... instead of us just posting and reposing the same bugs over and over
  8. DiGiaCom Tech

    Mouse Moving Outside Game Window

    Please review and reply to my updated post @ ... l
  9. DiGiaCom Tech

    Launching game also launches SteamVR/Oculus Home

    Note first that I am not one of the developers of this game ... but I had a similar problem with an game I was developing. That is, I included the libraries for VR in my build thinking that I could have an option to play STD or VR at startup. However, because the VR libraries where in the build when I ran the game on any VR capable system the VR would take over automatically. Once I removed the VR libraries from my build then the game performed as expected. Point is if you are planing to market STD and VR versions you probably needed to create separate builds ... one with VR and another without. BTW ... GREAT GAME SO FAR !!!