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Thread: ButtonCounter,Mousearea tracking, (=>stupid idea?) velocity

  1. #1
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    ButtonCounter,Mousearea tracking, (=>stupid idea?) velocity

    Some general notes ( I will upgrade this thread in a more proper way later on.)

    1.
    Some games have problems recognizing the menu and mouse switching doesn't work properly because of specific script interferences.
    When pressing one modifier button the other should be disabled for some game play reasons.

    (In the Beta u can press and hold multiple modifier buttons and this is not supposed to happen.
    Because it change their planned function-reasons for some uncontrollable disadvantages). I'll put a more proper example for "crysis 1"later on. (maybe this can be fixed separately by scripting)

    2.
    Mouse look and Free look modes doesn't work together. They collide because of the gamers natural control movement.
    Ratcheting doesn't work properly in free look mode either. (only for mouse mode)
    for instance when repositioning the controller in a more comfortable way.

    It doesn't reset the position of the controller


    1 and 2
    So maybe the motion creator engine should count every button presses for calculating the right situation based mouse or grid modes. ( not all buttons but for some modifier buttons ) With this method, there will be no interference between some script elements. So there must be some game analyzing mode which access the expected modes for specific game play reasons.

    A screen resolution identifier is helpful , for scaling and fitting the grids or button-icon tracking.
    This can be separately done in the software. (asking the players screen resolution)

    With this information
    button and mouse tracking should have an awareness zone or area.
    Now the system can count the actions depending what the player does in those zones.

    Some games have a hot key and independent icon button on screen for the same action. (open a menu for wand mode)
    The software should recognize it as the same thing, for not interfering each other.
    (toggle it on or off)

    Its like redesigning the whole control scheme for not interrupting the game experience.

    Another example:

    Because mouse look and free look isn't working "together properly"
    I think its also be helpful to have "go to the last pixel function" while ratcheting in the free look mode or similar.

    I am no programmer or mathematician. I really don't know.


    3.
    The velocity gestures are too sensitive. (even on 1500)
    The problem is they does not orient themselves independently like a wii remote does or a nun chuck .
    They calculate there position expecting to be parallel each other. (this often isn't the case when gaming,
    Accidentally, this triggers the velocity gestures )

  2. #2
    Administrator Danny's Avatar
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    Re: ButtonCounter,Mousearea tracking, (=>stupid idea?) velocity

    Quote Originally Posted by piratprince
    When pressing one modifier button the other should be disabled for some game play reasons.

    (In the Beta u can press and hold multiple modifier buttons and this is not supposed to happen.
    Because it change their planned function-reasons for some uncontrollable disadvantages). I'll put a more proper example for "crysis 1"later on. (maybe this can be fixed separately by scripting)
    It's up to the mce designer to handle this. That being said, I did the Crysis mce. Do you mind telling me the exact binding interferences and how they are causing problems?

    Quote Originally Posted by piratprince
    2. Mouse look and Free look modes doesn't work together. They collide because of the gamers natural control movement. Ratcheting doesn't work properly in free look mode either. (only for mouse mode)
    for instance when repositioning the controller in a more comfortable way.
    Ratchet doesn't really reset the position of the controller. The ratchet button quits calling mouse move updates (freezes the camera). In 1:1 camera mode, this feels like it lets you re-center your zero postition hold angle. But fps is all relative mouse movements so id doesn't matter which way the controller is orientated. In freelook, you still have a "virtual joystick" pressed in a direction when you press ratchet, then the view will freeze while ratchet is pressed, but then start spinning again once released.

    However, it might make sense to have ratchet do that in freelook. I'll try it out and see how it feels. Personally, I don't have the issue you seem to be having with freelook and mouselook while sighting. I've put my time into Portal2 though and this scheme is very similar code. Its amazing how being able to have a cursor on screen showing giving you a reference to controller angle is such a big help.
    Quote Originally Posted by piratprince
    3.The velocity gestures are too sensitive....
    Velocity gestures are buggy right now. One controller works well, the other does't.
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

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    Re: ButtonCounter,Mousearea tracking, (=>stupid idea?) velocity

    Quote Originally Posted by Danny
    Quote Originally Posted by piratprince
    When pressing one modifier button the other should be disabled for some game play reasons.

    (In the Beta u can press and hold multiple modifier buttons and this is not supposed to happen.
    Because it change their planned function-reasons for some uncontrollable disadvantages). I'll put a more proper example for "crysis 1"later on. (maybe this can be fixed separately by scripting)
    It's up to the mce designer to handle this. That being said, I did the Crysis mce. Do you mind telling me the exact binding interferences and how they are causing problems?
    (Play Crysis 1 in Freelook mode)

    (left controller)
    Hold LT and press button "2" three times. now try to open weapon customization again. (by holding button "2" It does not work because there is a bug .

    At least i can agree thats not your fault.

    It doesn't work out as expected!

    Anyway Game play wise it seems to be "buggy". (because of the mouse toggling script)


    Quote Originally Posted by Danny
    Quote Originally Posted by piratprince
    2. Mouse look and Free look modes doesn't work together. They collide because of the gamers natural control movement. Ratcheting doesn't work properly in free look mode either. (only for mouse mode)
    for instance when repositioning the controller in a more comfortable way.
    Ratchet doesn't really reset the position of the controller. The ratchet button quits calling mouse move updates (freezes the camera). In 1:1 camera mode, this feels like it lets you re-center your zero postition hold angle. But fps is all relative mouse movements so id doesn't matter which way the controller is orientated. In freelook, you still have a "virtual joystick" pressed in a direction when you press ratchet, then the view will freeze while ratchet is pressed, but then start spinning again once released.

    However, it might make sense to have ratchet do that in freelook. I'll try it out and see how it feels. Personally, I don't have the issue you seem to be having with freelook and mouselook while sighting. I've put my time into Portal2 though and this scheme is very similar code. Its amazing how being able to have a cursor on screen showing giving you a reference to controller angle is such a big help.
    In Portal 2 the hydra feels amazing thats true.
    I agree with that

    There is no hybrid mode like mouse and freelook . (Its not necessary either)

    As you already mentioned "It's up to the mce designer to handle this."
    You have made your bed, now you must lie in it. :mrgreen:


    So far thanks for your work in crysis 1 (and maybe u made portal 2? ^^ )
    I appreciate it. Especially the leaning by tilting the left controller. It's a great convenience and feels great.

    Portal 2 works really great with the hydra.

  4. #4
    Administrator Danny's Avatar
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    Re: ButtonCounter,Mousearea tracking, (=>stupid idea?) velocity

    I added some more logic to the mce to eliminate almost all of the bad cases you could get by combining buttons. Crysis has some bugs in it for sure. It won't respond to key presses if you hit them to fast. Try using RMB to sight the weapon quickly and you'll notice it doesn't always toggle. This is why if you just very quickly tap the left trigger the weapon will sight but not unsight. Just quickly tap it again if you get in that state. Also, If you hit c on the keyboard quickly you can get the weapon to come up for configuration, but not have the configuration menu. I think I managed to keep that bug from showing up though. Let me know if it is better in the next update.

    Yes, I worked on Portal 2, so it is good to hear such positve feedback on it.

    Cheers,
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

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    Re: ButtonCounter,Mousearea tracking, (=>stupid idea?) velocity

    There might be the same bug in hybrid mode as well
    It appears while moving the mouse to the edge of the screen.

    But nevertheless it works much better now.
    The bug doesn't show very often.
    Because the gamer is occupied in modifying the weapon and not exploring the edges of the screen.
    (Perhaps its a free look issue)

    Other case

    There is no possibility to zoom with the sniper rifle mod. (the second one). (Edit my fault i forgot to hit the bumper for activating it)


    EDIT:

    One thing that cross my mind is that for some games it might make sense to activate scrolling via analog stick , buttons tilt gestures when being in wand mode or different mouse modes or modes in general.

    It will be nice to handle this separately and not for weapon changing only. Because it need to be independently for more dynamic use


    quick saving is also a great thing to have which isn't in the official mce.

    Maybe by double taping the map button or menu button.

    Thats it for now.

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