Re: The ultimate orb solution, at last.
Posted: March 23 2009, 14:06 PM
Not to worry--I didn't really think I'd hit anything on the first try. I think I'll wait until my magellan gets here to do more on that front.
Birdman's SpaceOrb Messageboard
http://jaycrowe.com/phpbb3/
Modifiers are like shift, alt, etc--things that modify the other keys. See "hid_keys.h" in hardware/libraries/SpaceOrb.Another value you use in the keyboard axis demo is “Modifiers”, the value is “0”. I don’t know what rule it has in the sketch? What does it do?
If you do add in 4 & 8 way mapping for one button (or ball movement) you’ll have to explain how that works...remember, I’m mentally challenged with this programming stuff.vputz wrote:So I'll put in something with angles (such as a 4-way mapping which would only push one button of four directions, and an 8-way mapping, or some such).
Yes I would like it, when you have the time for adding per-axis gain that would be fantastic Victor! That way I could tame the rotation axis without interfering with X, Y and Z axis that are working great in the game.vputz wrote:Per-axis gain will be easy and should solve your problem. Give me a few days as things are slightly busy atm, but give the keyboard axis binding a try; you may like it.
Thank you for the info, after I submitted my post I reread your OrbShield documents and noticed how you used the modifier in your Keyboard Button binding sketch. I’ll check out your “hid_keys.h” in “spaceorb libraries” so I have a better understanding of how it works.vputz wrote:Modifiers are like shift, alt, etc--things that modify the other keys. See "hid_keys.h" in hardware/libraries/SpaceOrb.
Hmm. Looks like the Orb is doing exactly what we're telling it to, ie scaling the movement based on the gain we set. With the gain damped, it should indeed move at less range in the control panel applet.Each time I set the value lower I had to push on the orb harder for movement and it jumped quickly...no smoothness at all in the game. When I changed the gain value to 4 there wasn’t any movement on the 2 axis but they worked in the Control Panel test applet...the range was only half the normal range.
Yes Victor, I was using all keyboard axis bindings in my Quake4 sketch. In your OrbShield documentation under “Keyboard Axis Binding” it states;vputz wrote:I reread your earlier post--are you doing this via keyboard bindings entirely, IE Quake4 is not reading the orb as a joystick? If that's the case, what's happening is that you're just changing when the orb decides to mash the keyboard button, and you will always spin at the same rate as you would if you were mashing the keyboard button.
I gave the Q4 sketch a good workout last tonight and I am very impressed, it works a lot better then my sketch! No, it isn’t as smooth as it could be but it wasn’t that bad either. I did have a bit of a hard time controlling strafe (move left and right) but you’re on the right track Victor and I am looking forward to testing your “probable solution” when you have time to work on it.vputz wrote:If you try the included sketch with Q4, you can see this when you turn--it turns at about the right rate, but your eye can definitely tell that it's not smooth. So it's a strange compromise. Give it a try.
Not really a question of you doing something wrong (you were doing it right as far as what you were doing)--just that the game anticipates people being able to do fine-grained turning control with the mouse, so the keyboard buttons for yaw/pitch are FAST to (for example) turn around corners quickly etc. Which is OK for movement if you have the mouse available but WAY too fast to just play with keyboard. Movement (WASD) feels more natural than turning with axis bindings partially because pretty much everyone moves with keypresses so the game is calibrated "correctly" there.After you explained how the key presses work (spin at the same rate) I now understand what I done wrong...I think?