Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Swifty on January 03, 2008, 07:42:49 am
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(Releasing here since I'm not a SCP member)
Tired of holding down Pad0 and using your precious flight controls in order to turn your virtual neck around? Introducing the latest and greatest in viewing angle changing technology! A toggle to enable Free Look (Pad0) and use separate control bindings to control your neck! (Limited yaw boundaries of -120 and 120 degrees implemented to prevent whiplash).
Disclaimers:
- TrackIR support will only work with the developer's SDK (Which only BTRL members who signed the NDA have access to) until NaturalPoint approves of this implementation. Therefore, no one can try out the TrackIR feature yet. Nonetheless, everybody should try out the better free look support using a joystick hat or the arrow keys.
- For some odd reason, whenever I ran this executable when playing vanilla FS2, it displays screwed up textures. It didn't seem to be a problem in BTRL though.
- BUG: The reticle will follow the player's ship in top down viewing mode.
- Free Look doesn't work too well with custom gauges.
- This may be related to the above but in BTRL the Glide indicator doesn't follow the speed readout.
The payload:
Included in the attached ZIP is the FS2 exe. Put fs2_open_r_freelook.exe in your Freespace2 folder. Point your launcher to it and run it. Before you get into a mission, remember to go to the Options screen and assign keys or buttons to the four new commands I added; it will be in the bottom of the Misc tab. When playing a mission, if you need to look around, simply press "Pad0" or whatever key you assigned "Free Look View" to and use the new commands to look around. You will still have flight control. In order to center your view back to normal, press "Pad0" again to turn off Free Look.
http://www.megaupload.com/?d=OL3FCP5O
Videos if you still don't know what I'm talking about:
http://www.youtube.com/watch?v=YD1pBrC7LIo
http://www.youtube.com/watch?v=dlHpFLmw1q4
I'll share the source changes I made sometime soon.
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is that exe based off head or the stable branch?
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- TrackIR support will only work with the developer's SDK (Which only BTRL members who signed the NDA have access to) until NaturalPoint approves of this implementation. Therefore, no one can try out the TrackIR feature yet. Nonetheless, everybody should try out the better free look support using a joystick hat or the arrow keys.
I think I actually have that still from when we were working with them for Lore....
Neat.
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That would be soooo awesome with the cockpit shown :yes:
And if you had a headset with a mic it adds to the experiance :D
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is that exe based off head or the stable branch?
It's based off of head. Well, the most recent version of it from the 4th of January. :P
I think I actually have that still from when we were working with them for Lore....
Neat.
In that case, I guess I'll post the DLL anyway for the people privileged enough with the NaturalPoint developer's SDK. :P
That would be soooo awesome with the cockpit shown
You couldn't have asked for better timing thanks to WMC's recent build. I think this will complement the 3D cockpits that are currently in the pipeline very well. :D
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yaaay!
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Don't have the money to buy the prop, but I drool anyway :D
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VERY nice! I look forward to seeing the code!
You even got it to play nice with the HUD. Very cool.
Hey, you know there's a control, Track Targeted Object, which is in the control list but never been implemented? do_view_track_target in PlayerControl. Any chance you could implement this? ;)
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Yeah, I saw the stubs. I think I will work on that next.
BTW, a diff of my changes are in the SCP Internal. It would be nice if someone reviewed and commited them, hint hint :D
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how long till you figure it will be till you can release the trackir dll?
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Err, now if you'd like. It's just that it's useless without the TrackIR developer's SDK right now. NaturalPoint won't be approving our developer ID until BTRL's next public release/patch.
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Video of Swifty's code in action with Viper cockpit model WIP.
http://www.stage6.com/user/Omniscaper/video/2125018/
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damn impressive. i was wondering if interior glass would look good or not. you get that much desired screen glare. might want to tone down env and shine maps though. id like to see this work with my experimental rtt panels that ive been working on. then you would have some serious simmage :D give me a minute and il post a vid (or rather a few hours due to bugs :D ).
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http://www.youtube.com/watch?v=6uFrJlSyXO4
its sorta hard to see the panel without enlarging the display. im working on retrofitting my other cockpits with panel support. i figure it will be some time before we see builds with fixed rtt, updated scripting, this trackir support thing and the new cockpit system, in the same build.
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Very impressive Nuke. :yes:
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wow, this is really very impressiv!
the trackIR (maybe even freetrack ;) ) and the new features added by nuke. :eek:
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give some credit to bobboau as well, he compiled a build with working, scriptable rtt. i just slapped together some panels and modded em into a ship.
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Padlock target tracking now works (http://www.youtube.com/watch?v=4qXl2BAAinw). People without a TrackIR could greatly benefit from this.
its sorta hard to see the panel without enlarging the display. im working on retrofitting my other cockpits with panel support. i figure it will be some time before we see builds with fixed rtt, updated scripting, this trackir support thing and the new cockpit system, in the same build.
God, I love those kittens on the display. Would be a nice practical joke to pull on a pilot flying a F-16 Falcon. He's trying to get to his Stores page and instead he gets a picture of kittens rendered in four colors.
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I just ordered a TrackIR for this. They're on "sale" at Newegg right now. TIR4 Ultra - $179 + free ship.
Thanks for doing this stuff guys. I can't wait for the un-NDA'ed version!
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Padlock target tracking now works (http://www.youtube.com/watch?v=4qXl2BAAinw). People without a TrackIR could greatly benefit from this.
Nice! I always flew with the padlock target tracking on in CFS3.
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cfs3 is supposed to support the track ir, but ive yet to be able to get it to actually function in that game. i perfer free tracking to padlock any day. im half tempted to request the trackir sdk just so i can test the fs tir support. i hear they will give it to pretty much anyone who asks for it, and i wanted it for some of my other coding projects as well.
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cfs3 is supposed to support the track ir, but ive yet to be able to get it to actually function in that game. i perfer free tracking to padlock any day. im half tempted to request the trackir sdk just so i can test the fs tir support. i hear they will give it to pretty much anyone who asks for it, and i wanted it for some of my other coding projects as well.
Yeah about that. NaturalPoint says that they moved our developer ID into the public drivers. Update your games list in the TrackIR software and BTRL should show up. PM me your e-mail address and I'll send it to you. For some odd reason, HLP isn't letting me attach stuff right now.
Though it's kinda moot all of a sudden at this point. Testing with BTRL members have shown that it doesn't work for them so I'm in the middle of troubleshooting this stuff. Let's see if it works for you.
(Place the dll into your FS2 root directory with my exe)
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ok sent
ive had some trouble getting track ir support to work in d2xxl as well. i wonder if its the same problem.
*edit*
it doesnt seem to work, but i think its because the track ir software doesn't recognize the exe or its containing folder. so im gonna mess around with it abit and see what becomes of it. im gonna try running it under btrl, trying various file names for the exe and see if that does the trick.
*edit again*
that didnt work either. btrl doesnt seem to like the build very well. something in what looks like objecttypes.tbl that it doesnt recognize. more of a mod problem though. its nothing, probably just something new in their custom exe. :D i tried it under vanilla fs2 and nukemod internal (which has some cockpits) as well. its like the track ir driver isnt detecting the dll or the games not running it.
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Probably cause Swifty's build is a little old. I seem to remember that the BtRL build had some code from HEAD in patch 1 or 2 that some how hadn't made it into the 3.6.9 branch about a month ago.
Temporarily remove/disable the patch VPs and it should work.
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I could've sworn that the build I have is from at least 3.6.10. Maybe I should get the most recent HEAD and integrate all my changes into that just to make sure.
BTW, I just figured out that the aspect missile lock indicator follows your view direction and not the forward vector of the ship. So, you can pretty much look at an enemy target and pick up a lock by just looking at him so long as he's in front of you (like the missile field of view on a uncaged heatseeking missile). Helmet mounted weapon sight anyone? :P It's not a bug, it's a feature. :D
So, I guess I'll be trying to fix that unless anybody wants to object. :P
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if the view matrix is made available form scripting i could probably whip up a turret system that would fire where you look :D
i could probably do the same thing with missiles too. you can tell a missile what ship to go after, what subsystem, or even an arbitrary world space vector. all i would need to do is rotate a normalized vector by the camera matrix, multiply it by range, and then add (or subtract) your ships position to it. this is probably a better way to deal with guided missiles than my current fly it like a ship method. since its practically impossible to guide the missile and fly the ship at the same time. using the view system to aim would make the weapons more fun to use, and i dont have to hog the mouse for it, saving it for use with a panel gui.
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That sounds great nuke. Would it work with rotating subobject turrets as well? The thought of being able to man Galactica's flak turret is quite enticing. Only thing missing would be ability to jump turrets/ eye points.
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http://www.youtube.com/watch?v=yvqOrDJUyCU
yea, i still havent written in a contingency for single part turrets, so only upper and lower turrets work, galactica's main guns would work fine. Id have to add in other parameters, like the position of the eyepoint which would be inside the base. the turret itself could have a functioning cockpit, even going as far as rtt displays. im trying to get a working lead indicator working (actually it works but there seems to be a problem with getScreenCoords() in the rtt build). in case of galactica's turrets id probably draw the retical based on a projected vector (along the gun normal), then draw the crosshair overlay. a scripted lead indicator woud assist in aim. a dradis display could be available as could a manual flak range setting, and an ammo limit. add enough goodies and the turret operator's job becomes interesting.
eyepoint/tuurret jump is possible. ive got a bool in that script to sit in the gunners seat instead of the pilot's. i just have to work out an interface to it. i could operate 1 turret in a cluster and slave the other 3 to its orientation, so your essentially in control of 4 turrets and can fire them all simultaneously or in chain. this is also how my old turret script worked, each turret's angles were tweaked so as to intersect a projected (through the screen to target distance) mouse cursor. I did some expiriments with slaving joystick axes to turret functions as well.
toggling turrets would be easy, i just need better access to controls so i can define a toggle key. i had an idea for a virtual bridge where you could walk around and would automatically gain control of whatever panel (and whatever it controlled) you were near. cic mod anyone? thats a little ways off though.
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what do you mean by cic?
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wow, this sounds amazing, nuke! would it also be possible, that another player uses the turrets? (thinking of big battleships, one flys and another shoots ;) )
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wow, this sounds amazing, nuke! would it also be possible, that another player uses the turrets? (thinking of big battleships, one flys and another shoots ;) )
That would be really pushing it...
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maybe if their actual ships were hidden from view, transparent, untargetable, and really far away, their flight controls can be slaved into any turret on another ship. its just a matter of setting everyone's camera appropriately.
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I could've sworn that the build I have is from at least 3.6.10. Maybe I should get the most recent HEAD and integrate all my changes into that just to make sure.
3.6.10 is on the 3.6.9 branch. :)
After the 3.6.10 release we have to remember to create a 3.6.11 branch and end the confusion. :)
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by the way, when will 3.6.10 be released?
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by the way, when will 3.6.10 be released?
July. Last year.
So ... we are just a bit behind. :rolleyes:
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ah, nothing serious :D
catch up if you got time ;)
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How's this coming along? I just got a TrackIR, am in the process of installing Freespace, and would love to be able to freelook around. The videos look awesome!
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it works in some newer builds, like wmc's moah build. but i think its been in trunk for some time now.
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By "works in some newer builds", do you mean that if I compile it it'll probably just work? Or do I need some extra .exes and .dlls?
Thanks!
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you still need the dll, cant remember where i got mine from. but there are compiled builds that have working trackir support.
i think this should have both a track ir build and the dll
http://www.hard-light.net/forums/index.php/topic,52542.0.html
also be sure to update the games list in the track ir software
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Ok, got it and it works beautifully! Thanks, Nuke!
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no prob
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Okay, so what is TrackIR?
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http://en.wikipedia.org/wiki/TrackIR
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Hm, interesting.