Author Topic: making mouse control act like airquake  (Read 2224 times)

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making mouse control act like airquake
Hey guys, I checked the the board for previous threads about mouse control and the general consensus seems to be that the mouse sucks for anything but aiming when you're already on someone's tail and you should use the keyboard otherwise, or that you should turn the sensitivity way up to the point where it's not even good at that to make it so you don't have to pick it up off the mousepad every half second.

Has anyone here played airquake?  Airquake is flight sim mod for Quake 1 that did flightsim mouse control right.  See also http://planetquake.gamespy.com/View.php?view=Quake.Detail&id=344 .

When you use a mouse in a first-person shooter, you snap the mouse around and your character does a 180 instantly.  Obviously, this is not good behavior in a flight sim, so there's no reason a flight sim should check for mouse deltas since 100ms ago and then pretend that that's the mouse delta is the joystick orientation.  The result of that is, you move the mouse, and then you turn by the maximum of how far you moved the mouse and how fast you're allowed to turn.  So you end up whipping the mouse across the mousepad, picking it up and putting it back in the middle, repeating, and turning slower than you're supposed to be able to.  In a dogfight, you often end up turning in the same direction for several seconds, so being able to do so without picking up the mouse is desirable.

It would be better if the mouse's position was used as the joystick orientation.  Already, the mouse is forced to (gr_screen.max_x/2, gr_screen.max_y/2) at the beginning of a mission.  After that, the mouse should be allowed to move around the window as much as it wants to , and then for example (point.x-gr_screen.max_x/2)/gr_screen.max_x could be used as the stick orientation.

This would make the mouse a lot more like a joystick.  I argue that it's a good idea because I estimate that most gamers don't have joysticks.

 

Offline Shivan Hunter

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Re: making mouse control act like airquake
Click me!

[EDIT]: Just read the link, and I see Nuke hasn't provided much information there. I don't think you need the particular build he links to- 3.6.12 RC2 should work fine.

Make a text file called "scripting.tbl", and paste the code from the link in there. It's simple just to put the text file in /mediavps/data/tables, but you may want to make a new mod folder (that mediavps uses via multimod in mod.ini) and just put the file in there. It's up to you really.

Also, like Nuke says, make sure to disable mouse support in the ingame options menu. It would interfere with the script.
« Last Edit: March 22, 2010, 06:58:33 pm by Shivan Hunter »

 

Offline The E

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Re: making mouse control act like airquake
Well, as someone who uses Mouse+Keyboard exclusively, I'd have to say that I find solutions that turn the mouse into a joystick extremely irritating.

Having said that, for people who are not me, using an external solution like PPJoy (which can do something very much like what you describe), or the script SH linked to is probably better than trying to code a new control scheme into the engine.
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Offline Spoon

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Re: making mouse control act like airquake
Quote
Well, as someone who uses Mouse+Keyboard exclusively, I'd have to say that I find solutions that turn the mouse into a joystick extremely irritating.
Agreed with this
Honestly, I don't see why nobody is just implenting mouse control similar to that found in the wincommander series. That worked.
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Offline Nuke

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Re: making mouse control act like airquake
lol, airquake. i played around with airquake 1 and 2 around the time i started fs2 modding. i made some ****ty maps for airquake 2 and ****ed around with airquake 1's quake c code. i even tried to port air2 (or was it air3 i forgot) to pof for my defunct descent mod testbed for freespace (a descent mod, for freespace, made with quake assets, lol). it actually worked but the textures were borked (as was the collision detection).

but i have actually given some thought to an airquake style mouselook. the problem was i went through all the trouble of making a script so as to implement more advanced cockpit features, but unless you had a trackir (and i had added special features specifically for hotas users), the features i added were kinda lame and useless. i added better mouse flight modes, where mouse could be used either to steer the ship, control your lateral and vertical thrusters, or control your view, and you could use the freespace style mouse flight or the privateer 2 style mode (i kinda laid the groundwork for a freelancer style mode too). but recentlyi thought i could combine view and steering into one, where you look with the mouse, and the ship kinda steers into the direction your looking. i kinda put the idea on the back burner while i worked on my gui script and my arduino projects.

Click me!

[EDIT]: Just read the link, and I see Nuke hasn't provided much information there. I don't think you need the particular build he links to- 3.6.12 RC2 should work fine.

Make a text file called "scripting.tbl", and paste the code from the link in there. It's simple just to put the text file in /mediavps/data/tables, but you may want to make a new mod folder (that mediavps uses via multimod in mod.ini) and just put the file in there. It's up to you really.

Also, like Nuke says, make sure to disable mouse support in the ingame options menu. It would interfere with the script.

well theres that, thats pretty much depricated by wanderers implementation. since my version dates back to the beginning of the sripting system, and was essentially a hack that accessed the physics variables directly, and could cause collision detection issues, and broke things like beam whack. wanderer's version uses new features he added to the engine to give the scripter access to the raw control data.
« Last Edit: March 22, 2010, 08:13:39 pm by Nuke »
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Re: making mouse control act like airquake
I see.  I should have googled more  :blah:

There's also http://www.hard-light.net/wiki/index.php/Script_-_Scripted_Mouse , which is apparently quite recent.