Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: krisvek on May 05, 2005, 08:22:56 pm
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bugged a couple people about it in IRC, but thought i might get the attention of bob or someone more into the coding aspect of it if i posted here
now, if it's already implemented, dont bother reading past this sentence, but i was wondering if freespace2 supports dual joysticks
if not, how hard would that be to implement? to me, with the source available and all, it doesnt seem like it'd be all that impossible...and if you ask "who wants it anyways?", well, i do, so, you could just point me to the general area of where i can find that stuff in the source, and i'll see what i can do about it myself :)
also, since it's easier for me to type this out then to go and test it and find out, does fs2 allow ya to use your joystick, gamepad, mouse, and keyboard all at once, if you so desired? (or some useful combination of three, etc.)
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I know that mouse, keyboard and gamepad work simultaneously. Dunno about dual joysticks, though...
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Why would you need 2 joysticks anyway, just out of curiosity?
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You can most certainly play 1 stick/mouse/keyboard akimbo. That's exactly how I fly.
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It'd be handy for sliding.
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muehehe, it's a fetish of mine :)
seriously though...i think it'd be a method of control i would like very much...one stick for banking left/right, spinning L/R, up and down, and the other for lateral movements and the rest, plus the added hatswitch and button options...could have pretty much all of what i need to access quickly in my hands, and have as much control as possible
how exactly do you implement the mouse in your control scheme?
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Multiple joysticks aren't supported yet. It's on my todo list though. The current problem is that mouse and joystick buttons share spots in the config structure. So the left mouse button, for instance, would share the same function as HAT up. Pretty annoying. I've already gotten this fixed (just need to clean up the interface to handle it better). Initial support for 2 joysticks is being made at the same time though it will only be the config part. It does break pilot files too which is the main holdup as the pilot code is being revampt right now.
The actual code for processing controls on multiple joysticks is a little further off. I've already started it for the Linux/OSX side and will carry that over to the Windows side after I'm happy with how it's all going to work. No ETA on that though since it's pretty low priority right now.
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i miss the days of multistik analog configurations. each game port could run 4 axes, 4 buttons and a hat switch and the controllers themselves didnt need any fancy circuitry. it was so simple you could actually wire controlers in any manor you see fit. i remember mw2, i had one stick to control the turret, one stick to control the mech, and a old skool stick to control the pilot view. ah those were the days.
but now i got my x52, id like to be able to bind axes to lateral thrusters (i have 7, 9 if you count the mouse stick). also id like to bind an axis to reverse thrust or use a percentage of the throttle axis for backthrusting. essentially i want descent style six degrees of freedom flight. if the space shuttle can do it then why not my myrmadon. for the mouse id like to see an optional freelancer style mode. support for extra buttons and the mouse wheel.
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support for extar buttons and mousewhool, fine by me....but yuck, i hate freelancer :)
starlancer is alot better
i've heard good things about you taylor, first time i think i've "seen" ya though...howdy! thanks for the reply, glad to hear about that
i think the human-interface with the game is one of the most important aspects...and nuke, that is exactly the kinda stuff i'm after; these ships should have total control, and it should be able to control with the ease of something like...two joysticks :)
imagine being able to fluidly maneuver your way around a cruiser while firing away and avoiding it's turrets, or flying head on towards an ooponent dog-fighter, laterally stepping to the left and right, up and down as the two of you approach, dodging missiles and such
sure, the lateral thrust shouldnt be on par with the force behind the main thrusters, but it should be there, and should be more integrated into the main control scheme
for now, i'm gonna see if i can configure my keyboard up, mebbe wasd style, for that kinda stuff...if only i can fit my keyboard and joystick onto my desktop together in a manageable fashion...
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The B5 Starfury guys would lap this up ;)
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why's that?
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You can fly backwards and sideways in FS2? frack! How did I miss that all these years?!
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freespace has 6 degrees of freedom already, i just which we could bind axes to more than 3.5 of them.
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Originally posted by Nuke
freespace has 6 degrees of freedom already, i just which we could bind axes to more than 3.5 of them.
If you want that, why not just play Descent? :D
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Originally posted by krisvek
muehehe, it's a fetish of mine :)
seriously though...i think it'd be a method of control i would like very much...one stick for banking left/right, spinning L/R, up and down, and the other for lateral movements and the rest, plus the added hatswitch and button options...could have pretty much all of what i need to access quickly in my hands, and have as much control as possible
how exactly do you implement the mouse in your control scheme?
So basically you just really want to lose alot to other players in this game?
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Originally posted by Mongoose
If you want that, why not just play Descent? :D
flying, underground, who comes up with that nonesense :D i want to do that in space man.
and for some reason my x52 dont work with descent.
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i wouldnt lose :)
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I used to play House of the Dead2 on DC with a gun in each hand (more for a laugh than anythin')
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i love games that have those plastic guns....criseszone, at t he arcade...i played the hell out of that a couple years ago....good fun
they needa make more games like that :) sorta a mix between paintball/laser tag and video games
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Originally posted by Nuke
flying, underground, who comes up with that nonesense :D i want to do that in space man.
and for some reason my x52 dont work with descent.
If you want space combat in D3, I highly suggest trying Hunter's series of Hyperspace levels. It's probably as close as anyone can come to mixing Freespace and Descent.
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i think IWAR has dual joystick ability...or atleast a mod for it...i needa check that out
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not even cfs3 has dualstick support. which is wrong because alot of flight simmers use multi component control systems. you woul tyipically find people using a yoke, a set of rudder pedals, and a set of engine conrol levers. i figure they expected everyone to blow 80+ bucks on a hotas.
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yeah...i think HOTAS is almost a standard for flightsims....
they needa come up with a specialized stick for space sims :) (the twist-stick is a step towards something like....but needs more)
something that would accomodate all of the directions of movement more easily
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there was the spaceorb, a 6 degree of freedom gamepad like control. in had a sphere which can be turned or pushed in any direction, all with one hand. i wanted to get one but they were expensive and hard to get. they had other tabletop conrolers for cad and modeling applications. but those were more expensive.
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read up on that spaceorb thing...wierd...out of production now i think tho
not sure how that would work...wouldve certainly given it a shot if it didnt cost 100 or so bux, heh
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I have a Thrustmaster flight controler MK-1 and Throttle stick, any of you guys know how to make the throttle stick work in XP ? it would be nice to use it in FS2.
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have ya checked out the manufacturer's website? they should have something there...*googles*...or mebbe not...
i'm still googling...i'll let ya know if i find anything :)
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Foudn the following in some random website/forum...give it a shot i guess...i cant verify because i dont have the stick :)
Go back to the Control Panel, Game Controllers and choose Add. Then scroll down to the bottom of the list where the Thrustmaster list is. Once there, click on Flight Control System. That will be your Thrustmaster Flight Control joystick (such as the Thrustmaster FCS Mark I) work with all its buttons *and* its hat. Once installed, just configure it since it'll probably be a little out of whack stick-wise to center it and voila! You're all set to go! No need to download drivers or anything!
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thanks man :) any idea how to make the weapons controler work ? it 's a second stick for the throttle that comes along with the old T-masters mk1. I'm searching also in google but so far Zippo. :(
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isnt there a way to write a virtual joystic driver so that you can map real joystick axes and buttons to a virtual controler recognized by direct imput? that would be cool, then i could add rudder pedals and more advanced engine controls to go with my top of the line hotas. call me a control freak :D
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Do the freespace engine and the Fusion engine have common roots. Cause if i remember correctly there was a command switch that allowed dual sticks in D3, i will have to dig it up if i can find it.
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Man, I can't remember. It's distinctly possible - though a lot has changed since, even basic stuff like file formats. It couldn't hurt to try and find the command switch to see if it helps at all.
Welcome to HLP, Fade. :)
:welcome:
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Thanks for the welcome. It was in the readme, any one got a copy of d3 post the command switches in the readme, I can't find my copy.
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the fusion engine was a completely different animal. i think it supported multiple sticks because of the multiaxial aspect of the game, because most sticks of the day didnt have enough axes to keep a descent freak happy.
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Too true. Speaking of which there are lateral thrust entries on the fighters' tables, but they are all zero'ed out. Does the freespace engine support user defined(AKA descent style) lateral or vertical motion?
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Yes.
And while some of the code in FS is patently Descent-related
char type; // what type of object this is... robot, weapon, hostage, powerup, fireball
int parent; // This object's parent.
int parent_sig; // This object's parent's signature
char parent_type; // This object's parent's type
int instance; // which instance. ie.. if type is Robot, then this indexes into the Robots array
It doesn't seem like much is and even so, I'm pretty sure D3 was made by a different developer.
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D3 was made by Parallax... I think... *scratches brain* It's been too long.
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it was outrage. parallax split into volition and outrage right before fs1 for some reason. fusion engine was built up from scratch iirc.
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Ok if it supports lateral and vertical traslatation, what would it take to implement(sp) those controls?
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Originally posted by Fade Rathnik
Ok if it supports lateral and vertical traslatation, what would it take to implement(sp) those controls?
Those are already supported in FS2 except no models take real advantage of it.
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I know that the models don't have any lateral settings. So if I were to give the herk II lateral and vertical thrust ratings how would i control them in game is what i am wondering. If you can bind the commands to a key then you can bind them to a extra controller through a controller programing interface Like Saitek SST.
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You can already bind straifing to a key configuration. Check out the config settings in game.
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Thank you, I hadn't noticed that. I am feeling nicely stupid and unobservent. So i am gathering that if someone wanted to control those with a joy those imputs would first have to be programed to be bound to an axis( i.e. Vertical Thrust axis; Lateral Thrust axis). Next you would have to add the ability to recognize additional controller numbers thru the direct X interface.
Pitch axis: joystick 1 X axis
Yaw axis: joystick 1 Y axis
Roll axis: joystick 1 Rx axis
Veritcal axis: joystick 2 X axis
Lateral axis: joystick 2 Y axis
I know this is simple to suggest. more than likely a pain in the but to put in but thats about how it would go in right?
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Right now the code doesn't handle more than one joystick but that's being fixed. Also, although it supports 6 axes it only polls 4 which means that it will only gather info on X, Y, rudder and throttle (if all on the same joystick). The new joystick code will handle the same number of buttons (32), go from supporting a 4-way coolie-hat to an 8-way, properly handle all 6 axes and do all of this for 2 joysticks.
This new code probably won't hit an official version of FS2_Open until the next full point release but should be in test builds late next month. The new joystick code requires the new control config code which in turn requires the new pilot file code. There's a lot that has to go into this which is why it's taking so long to hit the public.
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And the word has been set forth on the topic.
::WORD::
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yay!:D
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all should honor and respect the word *bows down*
thanks for all the comments everyone, i believe my questions have been satisfied
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id sooner mispell the word turrent