lorddakkon / diablo-iii-wasd

Automatically exported from code.google.com/p/diablo-iii-wasd
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Diagonal movement is now at 45 degree angles instead of diagonal accross the screen #4

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What is the expected output? What do you see instead?
When pressing both W and A you run at a 45degree angle, aka exactly in between 
up and left. Instead it should do like previous versions of this script have 
done which is to run at an angle that is scaled by the aspect ratio of the 
screen, as was done in precious version.

This is with Diablo III WASD 1.1.ahk

In D3 the maps are layed out towards the corner of the screen, so running at 45 
degree angles is quite awkward when in dungeons etc.

Original issue reported on code.google.com by ander...@comcast.net on 27 Mar 2012 at 12:03

GoogleCodeExporter commented 8 years ago
Edit:

Also, this is fBSunny, and this version of the script fixed the problem with 
the program not working correctly for me (always running up and to the left).

Original comment by ander...@comcast.net on 27 Mar 2012 at 12:08

GoogleCodeExporter commented 8 years ago
Which version of the script was running to corners in relation to aspect ratio? 

All my scripts currently calculate the aspect ratio for the settings you are 
using. The movement calculation hasn't changed since the first version of the 
script. So I am not sure exactly where this change would have happened. More 
information would be helpful.

Original comment by jsig...@gmail.com on 4 Apr 2012 at 6:33

GoogleCodeExporter commented 8 years ago
Yup, I have since then reverted back to 1.0, which is by far, the best one for 
me.

Original comment by jtyp...@gmail.com on 6 Apr 2012 at 12:27

GoogleCodeExporter commented 8 years ago
The one from Ever1ast may have been the last one that ran to the corners, 
however imo that was a superior method. I altered the 1.1 version to this 
                Sleep 500
        WinGetPos, win_x, win_y, width, height, A
        x_center := win_x + width / 2
        compensation := (width / height) == (16 / 10) ? 1.063829 : 1.063711
        y_center := win_y + height / 2 / compensation
        voffset := round(height*0.009)      ; how many pixels to move from center (vertical)
        hoffset:= round(width*0.009)        ; how many pixels to move from center (horizontal)
        move_up := y_center - voffset
        move_down := y_center + voffset
        move_left := x_center - hoffset
        move_right := x_center + hoffset

and now it runs toward the corners of the screen instead of at 45 degree angles.

Original comment by ander...@comcast.net on 8 Apr 2012 at 7:21

GoogleCodeExporter commented 8 years ago
Hmmm. Yea I figured it was the offset code. I am not 100% convinced
that .009 will give you a perfect run to the corner in all
resolutions. I may have to math it out and come up with something that
can scale between 16:10 and 16:9 similiar to how we are compensating
for for the y center value.

I need to get focused again. I have like 5 projects with different
little changes on the scripts heh.

Original comment by jsig...@gmail.com on 9 Apr 2012 at 7:18

GoogleCodeExporter commented 8 years ago
I do keep all the old versions on the site for anyone that wants them. They are 
just listed under "Deprecated" status. You can just change the search value on 
the downloads page to find them. 

I've recently come to the realization that I am not going to be able to code a 
universal script that works for everyone and provides everything those people 
want (cause some of the users don't want some of the newer features I have 
added. This is because not everyone's machine is the same and the script 
behaves slightly different across setups based on system timings and other 
issues.

Try them all out find the one you like the most and edit it to suite you best. 
I will still be trying to include improvements as I think of them, but what may 
work for me may not work for you.

Original comment by jsig...@gmail.com on 9 Apr 2012 at 7:22