Hey, that's pretty good! Also, welcome to the Vega Strike forums.
I do have some feedback for you:
1.It seems like you're combining the navigation functionality of VSNav with the display functionality of the ingame nav console. This is a step in the right direction, so kudos for that.
2. You need to supply some documentation. I figured out that the scroll wheel = dolly the camera, and that the arrow keys tilt and pan the camera. I couldn't figure out how to plot paths.
3. From what I was able to figure out, I think the ingame orthographic nav system has better controls. These ones feel pretty clunky aside from the ultra-streamlined vsnav-style system jump. It would feel more natural to have the mouse wheel do immediately responsive dollying, like in google earth. Yours seems to trigger a "dolly forward/backward" event that lasts for about a second after you stop scrolling. This gives the controls a laggy feeling to them and that's never good. Also, there seems to be about four or so set "velocities", and the fastest one is still way too slow. I can wear my fingers out scrolling really fast but it still moves at a slug's pace. Also, I think that being able to click the scroll wheel and "orbit" the selected system would be nice, like you can do in the ingame navsystem's ortho mode.
Since you have tilt, pan, and dolly controls, you should also have crab (strafe) and boom controls. I would recommend moving the tilt/pan to mouselook (right click?) functions, and using the arrow keys or wasd for dolly and crab, or boom and crab. You can also, as per blender, use ctrl-mousewheel and shift-mousewheel for crab and boom, respectively.
Oh, and sorry for using film terminology. Here's a chart of names for camera movements:
http://img.photobucket.com/albums/v450/ ... /cmove.gif
basically, crab=x axis movement, boom=y axis movement, dolly = z axis movement.
4. Shortcomings aside, you do a great job at conveying information to the players visually. This really feels like massive 3d space. On the ingame nav console, it can be displaying the same information but it feels like everything is being crammed in instead of spread out in 3d.
Also, I like the view options. I was amazed to see how many systems there are that were off the jump network! I knew that we had some, but it looks like 50-75% of the systems have no jump points. I'll have to try flying to some of them in CVS...
5. Yes, I noticed the "turbo titlebar" bug. Not sure if it's any help, but I noticed that the titlebar is actually draggable like an icon... could it be some quirk in QT?
6. One request, can you have it save the location of your VS installation? It's annoying to specify it every time- so maybe have the same dialogue come up on launch (so you can change it if you want), but just make it default to the last directory you specified.
loki1950 wrote:templer666 would using qt 3 be posiable as most distros have not moved up yet.
Meh... there's no free Qt3 for windows at all.
EDIT: Just saw you responded. I took so long writing this post that you slipped right in!
