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- Add camera data to the side bar. - Emit server data to all the clients. - Update socket.io to the latest version. - Add camera function to retrive the roll. - Add roll support in the cinematic panel. - Move the camera only when the game window is active. - Add noggaholic icon to the window app. - Minor bug fixes.
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"dependencies": { | ||
"md5-file": "^3.1.1", | ||
"shifty": "^1.5.2", | ||
"socket.io": "^1.4.8" | ||
"socket.io": "1.6.0" | ||
} | ||
} |
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I'll need to pull the new version to see how it works with all the other changes, but at least in the previous version I found moving the spectator mode camera around worked better when the machinima studio window was active instead of GW2, since the GW2 client also responded to key presses (most doing nothing since character movement is disabled). I bind Q, E, and R as hotkeys for attacking with a character, and some of the function keys map to abilities used by various classes, so occasionally while in spectator mode my character ends up using a skill when I press one of those keys.
Adding some error output for socket.io is good - there were a few instances where the electron app wouldn't connect to the server. On the bright side, more often than not it would connect regardless of the order the apps were launched (the first time notification is also useful, so that people know that both apps need to be running). The main problem I came across was launching GW2 after machinima-studio results in nothing happening - at minimum a similar notification about launch order would be useful.
Side note: I was initially surprised by the split into server and ui apps. It does have the benefit of allowing a separate computer (or tablet?) to be used as a controller, but I'm guessing the reason such an architecture was chosen is the difficulties of getting robot-js to work with electron?
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@nightlark first of all, your feedbaack is really appreciated, thank you so much!
This new version fixes a lot of bugs and also improves the interaction with the tool but most important is the support for all the easing functions and interpolation for the cinematic mode.
I'm curious about the situation you are describing because I've never seen the player casting spells or attacking when the spectate mode is active , would you mind to share a video with me? you can use http://recordit.co/ to record the video. Some time ago I found a way to disable the attacks so I might implement it if you need it. I'm also thinking about creating a new checkbox to customize all of these things sou you can move the camera and the player at the same time or even cast spells....
Yes, I think logs are good for the server (gw2/), if you want to debug the UI just press Ctrl+Shift+I and you'll be able to debug everything with the chrome dev tools. Definitely I'll take a look to the logs, thank you.
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@karliky Here's a recording (using the latest version) showing the casting of some spells while in spectate mode - http://recordit.co/xsFjotkm0V
If the method of disabling attacks involves another patch it might not be worth it since that is just one more thing that will need updating later on, and just having the machinima studio windows selected works well enough to avoid it. One way that I've stopped GW2 from getting button (and mouse, since GW2 still seems to be handling mouse movements when spectate mode is active, but the side effects are minimal) actions was using a WH_GETMESSAGE hook to intercept them, but with nodejs that might be tricky.
The new icon looks a lot better than the default electron icon.
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@nightlark Ok! that video looks interesting, I created this issue so from now we'll be talking there about this. #4