Author Topic: Toggleable scripted mouse (v. 0.9)  (Read 14124 times)

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Offline z64555

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Re: Toggleable scripted mouse (v. 0.9)
Currently, the only thing standing in the way of most controls-related features is the way the pilot files are set up. Even though anyone can make a new control, they'll quickly run into the problem of not being able to save any mappings to it...  meaning that players would not be able to change which key maps to the new control(s) like most of the other controls (excluding the F1 - F12 keys).

FSO version 3.7 will feature a new style of pilot file that will be future proof, which means versions 3.7 and later should be able to convert/load up any version of pilot file without hassle.
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Offline The E

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Re: Toggleable scripted mouse (v. 0.9)
...over the cold, bloodied bodies of the joystick elitists.  :doubt:

What gives you that idea?

The thing is, this feature is not on our (very loosely defined, not in any way binding) list of features we would like to have in FSO. As always, the most difficult thing in this regard is to find a programmer who cares enough to implement this.
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Offline iVoid

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Re: Toggleable scripted mouse (v. 0.9)
The thing is, this feature is not on our (very loosely defined, not in any way binding) list of features we would like to have in FSO. As always, the most difficult thing in this regard is to find a programmer who cares enough to implement this.

So it was decided by the community that they didn't want this feature in FSO? Or you just mean the main coders?

 

Offline General Battuta

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Re: Toggleable scripted mouse (v. 0.9)
The thing is, this feature is not on our (very loosely defined, not in any way binding) list of features we would like to have in FSO. As always, the most difficult thing in this regard is to find a programmer who cares enough to implement this.

So it was decided by the community that they didn't want this feature in FSO? Or you just mean the main coders?

All he means is that nobody has stepped up to code it in. (It won't make 3.6.16, certainly. Maybe somebody will pick it up for later.)

 

Offline z64555

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Re: Toggleable scripted mouse (v. 0.9)
The thing is, this feature is not on our (very loosely defined, not in any way binding) list of features we would like to have in FSO. As always, the most difficult thing in this regard is to find a programmer who cares enough to implement this.

So it was decided by the community that they didn't want this feature in FSO? Or you just mean the main coders?

All he means is that nobody has stepped up to code it in. (It won't make 3.6.16, certainly. Maybe somebody will pick it up for later.)

I might give it a shot once 3.7 rolls out, due to reasons stated earlier.
I'm on Facebook! sort of. Zeesixtyfour Fivefiftyfive

-=wxFRED2=-
R.I.P. Oliver
------------
EveningTea: Time to go Freeman on this cultist..
* EveningTea pulls crowbar off his shoulderstrap and charges screaming incoherently across the marsh *
------------
z64555: bro. do you even salad
------------
z64555: suprise double quaternion!

 

Offline jr2

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Re: Toggleable scripted mouse (v. 0.9)
...over the cold, bloodied bodies of the joystick elitists.  :doubt:

What gives you that idea?

The thing is, this feature is not on our (very loosely defined, not in any way binding) list of features we would like to have in FSO. As always, the most difficult thing in this regard is to find a programmer who cares enough to implement this.

It was brought up some time ago and there was quite a bit of squealing.  I can dig up the posts if you'd like.

 

Offline Nuke

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Re: Toggleable scripted mouse (v. 0.9)
id do it but allow that control method to be disabled by the host in multi. this should make elitest snobs happy and let everyone else use the features in sp and mp to their hearts content. i really dont care so long as ships cant outperform their table specs with any particular input device.

but yea this is a ways out. ive been waiting for some serious input upgrades for years, and likely will be waiting for years to come. 3.7 has always been the mantra.
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Offline z64555

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Re: Toggleable scripted mouse (v. 0.9)
id do it but allow that control method to be disabled by the host in multi. this should make elitest snobs happy and let everyone else use the features in sp and mp to their hearts content.

I... don't see how this control method would pose any "threat" to the "elitest snobs." But then again I'm not an elitest nor a snob so...

Quote
ive been waiting for some serious input upgrades for years

Where's your list? :D
I'm on Facebook! sort of. Zeesixtyfour Fivefiftyfive

-=wxFRED2=-
R.I.P. Oliver
------------
EveningTea: Time to go Freeman on this cultist..
* EveningTea pulls crowbar off his shoulderstrap and charges screaming incoherently across the marsh *
------------
z64555: bro. do you even salad
------------
z64555: suprise double quaternion!

 

Offline Nuke

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Re: Toggleable scripted mouse (v. 0.9)
buried under years of forum posts, i honestly dont remember half the things on it. but il give you the abridged version:

multiple sticks.
separate mouse binds from joystick binds (allow mouse+joystick configs).
alternate mouse modes (everything from mouse scripts).
reversible throttle axis (split forward/reverse axis or hold/toggle for reverse throttle button).
lateral/vertical thrust and freelook axes.
support for custom control functions (axes and buttons) to be defined so as to be used by scripted and sexped features. probibly best table defined and then accessible through hooks and sexps.

should point out that a lot of that stuff has been scripted to some degree. but configuring those scripts for personal preference is not very user friendly. hince the last idea. many have been around since the day the fs2 source had been released (and most of them aren't even exclusively mine).
« Last Edit: November 22, 2012, 01:59:21 am by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Re: Toggleable scripted mouse (v. 0.9)
Sushi, thank you so much for the script and for the instructions. This works perfectly in "BSG Diaspora" mod, but is there a way to make this work in the Babylon Project???

Anyone, please let me know how, because as it is right now, it won't work in Babylon.

 

Offline jr2

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Re: Toggleable scripted mouse (v. 0.9)
You'd need a newer engine that supports scripting and works with TBP. IIRC BSG uses 3.6.9? So try using that build with TBP.

 

Offline niffiwan

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Re: Toggleable scripted mouse (v. 0.9)
er... Diaspora would need a minimum of 3.6.18?  Not 3.6.9?
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Offline jr2

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Re: Toggleable scripted mouse (v. 0.9)
Whoopsie. For some reason I mentally thought Beyond the Red Line instead. :ick:

 

Offline niffiwan

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Re: Toggleable scripted mouse (v. 0.9)
:D

rockelino: the script should work with The Babylon Project if you grab the latest Zathras mod from this thread, then install the mouse script in the Zathras mod folder.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Linux OBS Packages: FSO 3.7.0 | FSO BP Build | wxLauncher (?) | PCS2 (?) | wxVPView (?)
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 
Re: Toggleable scripted mouse (v. 0.9)
So... Is there's any simple way to map this toggle to space bar?
And even further, have 2 modes (switchable via cfg)-
1) key press toggles mouse joystick| classic mouse
2) mouse joustick by default, hold space bar to aim in classic mode

Apreciate your answers.

 

Offline z64555

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Re: Toggleable scripted mouse (v. 0.9)
Sure thing, just have a go at modifying the script yourself. :)
I'm on Facebook! sort of. Zeesixtyfour Fivefiftyfive

-=wxFRED2=-
R.I.P. Oliver
------------
EveningTea: Time to go Freeman on this cultist..
* EveningTea pulls crowbar off his shoulderstrap and charges screaming incoherently across the marsh *
------------
z64555: bro. do you even salad
------------
z64555: suprise double quaternion!

 
Re: Toggleable scripted mouse (v. 0.9)
Hi, I can't seem to get this to work. I did exactly this as suggested:

1. Open notepad. Paste in the first file (highlighted in green). Save the file as "mouse-sct.tbm"
2. Do the same thing for the second file, saving it as "mouse_script.cfg"
3. Go to your Freespace2 directory. Open the "data" folder, then the "tables" folder (create it if it does not exist). Put mouse-sct.tbm inside of data/tables.
4. Open or create a Freespace2/data/config directory and put mouse_script.cfg there.
5. Run the game with any reasonably recent build (including 3.6.12).

I've tried with a range of builds to no avail.

Any ideas?

 

Offline DahBlount

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Re: Toggleable scripted mouse (v. 0.9)
Post a debug log please. Instructions can be found here
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Re: Toggleable scripted mouse (v. 0.9)
This is for 3.7.0, is it ok to use this build?

[attachment deleted by an evil time traveler]

 

Offline z64555

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Re: Toggleable scripted mouse (v. 0.9)
Thanks, me and DahBlount are looking into it now.

[Edit] It looks like FSO isn't even loading up mouse-sct.tbm. Are you sure you saved it as a .tbm and not a .txt?

Some editors, such as Microsoft's Notepad require you to change the file format, even if you put a file extension on the name.

Try using the two attached files. Place the mouse-sct.tbm in /data/tables/ and mouse_script.cfg in /data/config/

Note, to enable/disable the mouse-as-joy script in-game, you press the middle mouse button.

[attachment deleted by an evil time traveler]
« Last Edit: May 05, 2014, 06:43:07 pm by z64555 »
I'm on Facebook! sort of. Zeesixtyfour Fivefiftyfive

-=wxFRED2=-
R.I.P. Oliver
------------
EveningTea: Time to go Freeman on this cultist..
* EveningTea pulls crowbar off his shoulderstrap and charges screaming incoherently across the marsh *
------------
z64555: bro. do you even salad
------------
z64555: suprise double quaternion!