Outerra forum
Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: HoralkaEU on July 06, 2014, 05:57:56 am
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Hey cameni, could you look into POV switches on controllers? Engine now recognizes them, but all as one button, and they don't do anything. It would be really great if it worked similarly as it is in FSX, where as default POV move head/camera (pan left/right/up/down)
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Hey cameni, could you look into POV switches on controllers? Engine now recognizes them, but all as one button, and they don't do anything. It would be really great if it worked similarly as it is in FSX, where as default POV move head/camera (pan left/right/up/down)
Yes, please!
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Hey cameni, could you look into POV switches on controllers? Engine now recognizes them, but all as one button, and they don't do anything. It would be really great if it worked similarly as it is in FSX, where as default POV move head/camera (pan left/right/up/down)
Yes, please!
Been trying to figure out forever if it could be done.
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This would be a highly appreciated feature. Anteworld is already like a flight sim to me (all that's missing are clouds), but not being able to look around with POV switches just ruins it. So I really hope to see this in the future.
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Hey cameni, could you look into POV switches on controllers? Engine now recognizes them, but all as one button, and they don't do anything. It would be really great if it worked similarly as it is in FSX, where as default POV move head/camera (pan left/right/up/down)
What do you mean that they are recognized as one button? We've got a couple of joysticks here, but the POV is detected as left/right/up/down. They currently aren't used in cockpits, but they work in ufo when bound to the look* actions.
I guess it should not be a problem to make the movement's look actions work in cockpits/cabs as well.
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Hey cameni, could you look into POV switches on controllers? Engine now recognizes them, but all as one button, and they don't do anything. It would be really great if it worked similarly as it is in FSX, where as default POV move head/camera (pan left/right/up/down)
What do you mean that they are recognized as one button? We've got a couple of joysticks here, but the POV is detected as left/right/up/down. They currently aren't used in cockpits, but they work in ufo when bound to the look* actions.
I guess it should not be a problem to make the movement's look actions work in cockpits/cabs as well.
In Microsoft flight for instance. the left Joy-pad controller behaves almost the same as a mouse, allowing you to look around easily in every direction without having to take your hands off of the pad.
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I was wondering about what he wrote - that the engine recognizes the POV switches as one button. When you try to bind the hat buttons in the movement tab to look left/right/up/down actions, what do you get? We're getting individual hat buttons bound there.
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Two additional questions:
- should the POV hat pan the camera view, or just to switch to fixed angles, or both/configurable?
I guess in cockpitless ufo and free flight mode it will be fixed angles only, otherwise it's too confusing unless at least the HUD stays projected to the flight direction - how it should relate to the HUD?
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Panning would probably be best for aircrafts, as it gives you a little more freedom. A center button would be great too so you can go back to looking straight forward with just a press of a button.
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Also nice would be: right mouse button for movement in Ufo mode. In older versions it was possible to map but it doesn't work anymore since quite a while.
A more dynamic panning around the aircraft( kind of floating/ panning not immediately stopping) like FSX or Ufo movement
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I was wondering about what he wrote - that the engine recognizes the POV switches as one button. When you try to bind the hat buttons in the movement tab to look left/right/up/down actions, what do you get? We're getting individual hat buttons bound there.
Sorry I mis-typed. In Flight, the left controller control serves as the joystick, and the right controller controls view, much the same as the current mouse controller does in Outerra.
Saves having to reach for the mouse to look around.
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I'm redoing the ufo/flight mode, changes thus far:
- the Home key toggles between ufo/flight mode, shift+home switches to the manual roll mode (used to capture angled views)
- ufo mode, so called because you can stand in air and rapidly move sideways
- flight mode now moves forward automatically, and flight-like turning and pitching can be controlled either by WASD, mouse, joystick, Rift headset and Myo armband (frees the link between the look direction and flight direction)
- in both modes you can bind the look actions to control the view separately from the flight direction
- the view control can either pan or smooth switch to fixed camera angles, with HUD staying in the flight direction or staying in the center of the screen
- the same view controls work also in aircraft and vehicles, TODO a checkbox for desired pan/hud mode in vehicles
- fixed POV switch handling
- configurable HUD units for altitude, speed and distance
There will be a handful of parameters in cfg for controlling the speeds and filter coefficients of these, probably won't have their own UI settings to avoid clutter (except for the HUD units), but they should be adjustable at run time via the console.
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Sorry it took me this long to reply. And sorry if I wasn't clear at first. Asi som to mal napísať po Slovensky :D
Basically, I'm using Logitech Rumblepad 2 (gamepad). In Outerra, when I go to the control settings, it is properly recognized. And then when I go to the movement tab, and for example I want to bind POV switches to "look left/right", I only get this
http://i.imgur.com/FsCWMo7.jpg (http://i.imgur.com/FsCWMo7.jpg)
Pot0_315 for every direction :/
And this is the "D-Pad" as seen in Logitech profiler
http://i.imgur.com/3syIDCU.png (http://i.imgur.com/3syIDCU.png)
Most games recognize it as 4 different buttons (for example Euro Truck Simulator 2), and for example in FSX, it is automatically assigned to pan the camera.
And that's exactly what I would like to do with aircrafts in outerra. To bind is as Look up/down/left/right.
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Hmm, that's odd. Can you set enable_hid_logging=true in eng.cfg and run outerra, going into the config and trying to bind the individual buttons? Then send us the eng.log - it should contain info about what's wrong with the reported buttons from the joystick.
Keď to z toho logu nezistíme, asi si ten joystick skočíme požičať :D
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Ok, it's here (http://xtrac.outerraworld.com/trac.fcgi/ticket/126)
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I get exact the same result as reported by HoralkaEU with my MS SideWinder joystick. No possibility to bind individual POV directions.
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The solution for me was xpadder:
http://xpadder.com/
I assign the movements to keys in OT, and then use xpadder to assign those keys to the MS Sidewinder.
(Indeed xpadder is a savior for using joystick in many games, like Battlefield 3 & 4).
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The solution for me was xpadder:
http://xpadder.com/
I assign the movements to keys in OT, and then use xpadder to assign those keys to the MS Sidewinder.
(Indeed xpadder is a savior for using joystick in many games, like Battlefield 3 & 4).
Thank you, I did exactly the same with my old but good MS Sidewinder FF2 joystick.
For the moment, only "glance view", while for pan view I am using the mouse pad (my PC is a notebook) but I will try if it's possible to assign pan to the hat switch ;)
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Hi!
Xpadder is not working for me in OT anymore; is like the keystrokes generated by XP are not detected by OT. Any idea? (it works perfect with other games).
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This should be resolved. Can someone set enable_hid_logging=true in eng.cfg and get us the eng.log from a short session where just the pov buttons on MS Sidewinder joysticks are pressed, in some predefined sequence? Like clockwise from up.
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I'll do it tonight, when I get home (is 7:39 a.m. here, right now). Thanks a lot!
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Hi again!
Here are two eng_log:
https://www.dropbox.com/s/f1zb7i6be6he7q3/eng_log.zip?dl=0
In the first one I used just the pov, in the second one, the eight buttons.
If I can do something else, please let me know.
Thanks!
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Thanks. Something's wrong there with the logging, button and axis events are there but no pots. But I have no pot messages even with Saitek joysticks here, even though the pot works (in default settings it turns the view). I'll have to check why it's not being logged.
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O.K. Thank you very much again, Brano!
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I'm trying to bind the hat switches of my Thrustmaster T.16000M to the look_vert and look_horz actions so I can pan around smoothly using the up/down/left/right hat buttons.
However, there are 2 issues:
- The "HAT UP" position cannot be mapped (nothing happens when "Press key / Move joystick axis" appears in the Keybindings editor and I hit the "UP" position on my hat
- The names of the other button events seem to be off: "HAT LEFT" is recognized as "2:POT0_DOWN", "HAT RIGHT" as "2:POT0_UP", "HAT DOWN" as "2:POT0_LEFT"
This is with the latest beta (0.8.4.6018).
I know I could use the Thrustmaster configuration tool (T.A.R.G.E.T) to simulate keyboard commands for my hat switch in order to work around the problem, but I would like to avoid that if possible.
Any ideas?
EDIT:
I just saw that the look commands aren't currently working so therefore my idea wouldn't work anyway:
Look commands haven't been yet ported to the new key mapping system, it will be possible to map them to the hat once that's done.