Joystick control issues
Thanks for making the staging (or ramping) effect for joysticks to be optional!
Also thanks for making each axis customizable, these features are much appreciated!
There are just 2 issues I have at this point:
(Windows7 with a 3dmouse, using joystick interface)
ctl-turn-speed and ctl-look-speed don't seem to work
I assume these control rotation speeds for joystick and keyboard, just like cl_yawspeed and cl_pitchspeed in Quake? These don't seem to affect rotational speed. Also, why should there be a limit? If I try setting over 5 it's gives me a message saying that's over the limit.
input-joy-x-scale doesn't actually take affect
I posted this back in Aug2011, but it's still true with 1.9.7
I barely move the x axis and it goes full speed, as if the scale is very high.
Let's say you set all axis scales to 0.0000000000001
You shouldn't get much movement if any at all.
This is true for all axis, except input-joy-x-scale for some reason.
It seems that input-joy-x-scale is ignored. Stuck at some value.
Since it's first on the list, perhaps its because of a loop starting at 1 instead of starting at 0?
Thanks for you consideration!
Also thanks for making each axis customizable, these features are much appreciated!
There are just 2 issues I have at this point:
(Windows7 with a 3dmouse, using joystick interface)
ctl-turn-speed and ctl-look-speed don't seem to work
I assume these control rotation speeds for joystick and keyboard, just like cl_yawspeed and cl_pitchspeed in Quake? These don't seem to affect rotational speed. Also, why should there be a limit? If I try setting over 5 it's gives me a message saying that's over the limit.
input-joy-x-scale doesn't actually take affect
I posted this back in Aug2011, but it's still true with 1.9.7
I barely move the x axis and it goes full speed, as if the scale is very high.
Let's say you set all axis scales to 0.0000000000001
You shouldn't get much movement if any at all.
This is true for all axis, except input-joy-x-scale for some reason.
It seems that input-joy-x-scale is ignored. Stuck at some value.
Since it's first on the list, perhaps its because of a loop starting at 1 instead of starting at 0?
Thanks for you consideration!
Comments
I have this in my bindings.cfg
located at \Users\(username)\Documents\Doomsday Frontend\runtime\configs\
bindcontrol local1-sidestep "joy-x"
bindcontrol local1-walk "joy-y-inverse"
bindcontrol local1-zfly "joy-z"
bindcontrol local1-look "joy-w"
bindcontrol local1-turn "joy-axis06"
My x axis is bound to strafe, even with a low scale just the slightest touch makes it go full speed.
If you have x axis bound to turn you're gonna have a hard time aiming, just like using keys to aim.
To change scale type input-joy then press tab to auto-complete into the console, it'll show you all the axis variables you can alter. You can also just alter them in the game.cfg located in the the same area as the bindings.cfg
However, as far as I can tell the x scale isn't functioning properly.
The meaning of the axis scale is that it converts the raw value produced by the device (from -10,000 to 10,000) to the normalized (-1.0 ... 1.0) value used by the controller logic. That's why it is such a small number: 0.0001 x 10,000 = 1.0.
For about a year now I've been posting here trying to get the best Doomsday control from my 6axis joystick. It was improving, then now in 1.9.8 I can't move via joystick at all. 1.9.7 still works with my joystick (and all other applications.) I assume 1.9.7 and 1.9.8 use the same config directory in the user subfolders? I would like to check it out with the intermediate values fixed, oh well.
I just tried running #511 in a Windows virtual machine. I had to set input-joy to 1 (i.e., "Enable joystick" in the Control Panel), after which I was able to bind the buttons and axes in the Controls menu and use the gamepad normally. (By default in a clean install, input-joy should already be 1.)
If you remove the deadzone (setting it to a tiny value) then it is expected that the view will "drift"; this is the whole purpose behind the deadzone - its a subsection of the allowed value range, which, if the axis is within this range it is "dead" i.e., no minor deviations in value will be considered, thereby stopping the drift.
I'd don't actually own a gamepad at present because my 360 controller died a while back. I'll pickup a new one this week and do some tests.
I'm not sure I understand what your particular problem is, though I've heard nothing but problems from users attempting to use Pinnacle Game Profiler's joystick stuff with Doomsday. It shouldn't be necessary to use anything like that with Doomsday as it implements its own joystick code.