Author Topic: Test Release with better Free Look/TrackIR capabilities  (Read 10982 times)

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Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
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.
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.

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Offline Swifty

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Re: Test Release with better Free Look/TrackIR capabilities
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)

 

Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
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.
« Last Edit: January 30, 2008, 05:15:12 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.

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Offline karajorma

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Re: Test Release with better Free Look/TrackIR capabilities
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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Offline Swifty

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Re: Test Release with better Free Look/TrackIR capabilities
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

 

Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
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.
« Last Edit: January 31, 2008, 05:01:56 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.

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Re: Test Release with better Free Look/TrackIR capabilities
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.

 

Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
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.
« Last Edit: January 31, 2008, 05:18:05 pm 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: Test Release with better Free Look/TrackIR capabilities
what do you mean by cic?
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline n0s

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Re: Test Release with better Free Look/TrackIR capabilities
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 ;) )

 
Re: Test Release with better Free Look/TrackIR capabilities
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...
Fun while it lasted.

Then bitter.

 

Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
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.
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.

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Offline karajorma

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Re: Test Release with better Free Look/TrackIR capabilities
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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Offline n0s

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Re: Test Release with better Free Look/TrackIR capabilities
by the way, when will 3.6.10 be released?

 

Offline taylor

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Re: Test Release with better Free Look/TrackIR capabilities
by the way, when will 3.6.10 be released?
July.  Last year.

So ... we are just a bit behind.   :rolleyes:

 

Offline n0s

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Re: Test Release with better Free Look/TrackIR capabilities
ah, nothing serious  :D
catch up if you got time ;)

 
Re: Test Release with better Free Look/TrackIR capabilities
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!

 

Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
it works in some newer builds, like wmc's moah build. but i think its been in trunk for some time now.
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.

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Re: Test Release with better Free Look/TrackIR capabilities
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!

 

Offline Nuke

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Re: Test Release with better Free Look/TrackIR capabilities
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
« Last Edit: April 28, 2008, 06:53:04 pm 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