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Thread: CS:GO hydra integration discussion and what we want!

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    CS:GO hydra integration discussion and what we want!

    Given that CS:GO is arguably the most competitive title Sixense is working on, I for one would love to see the hydra have a real advantage over ms/kb; something I think they achieved with the impressive TF2 integration. So, what is sixense planning on doing with integration? will there be a similar floating cross hair like TF2? Would that be a good thing for this game? Do we want gestures for jumping/ducking or do we need buttons for this?

    Chime in if your excited for CS:GO and what you'd like to see from the hydra.
    Thanks
    MaxBob

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    Freeaim works very well in TF2 and CS:GO... and Half Life 2
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

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    Administrator Dan's Avatar
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    I can speak for myself and a few other employees: we love freeaim in Counterstrike . We have a mode that bumps the screen spin speed way way up making whipping the screen around very easy. I can't directly speak to the CS:GO experience, but in Counterstrike we were happily spamming single shot headshots from our AKs and M4s in de_dust, here in the office.
    Dan Paullus
    Director of Media and User Experience
    Sixense Studios

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    Quote Originally Posted by Dan View Post
    I can speak for myself and a few other employees: we love freeaim in Counterstrike . We have a mode that bumps the screen spin speed way way up making whipping the screen around very easy. I can't directly speak to the CS:GO experience, but in Counterstrike we were happily spamming single shot headshots from our AKs and M4s in de_dust, here in the office.
    Cool - that was CS:S I assume - i did not realize there was a MCE for this! So I thought hybrid was the more competitive view and free-aim was more for slower paced games where "twitch" was less important? Am I getting confused or has something changed? Wait - which one am I using in the TF2 integration then?

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    Direct Integration for the Source Engine... Make it happen... Still waiting for Half-Life 2...

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    Quote Originally Posted by MaxBob View Post
    Cool - that was CS:S I assume - i did not realize there was a MCE for this! So I thought hybrid was the more competitive view and free-aim was more for slower paced games where "twitch" was less important? Am I getting confused or has something changed? Wait - which one am I using in the TF2 integration then?
    Freelook is what the MCE uses, which is more centered on use in a non-twitch gaming environment. Freeaim is the control type that is integrated into TF2 and Portal 2

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    Quote Originally Posted by cookies4you View Post
    Direct Integration for the Source Engine... Make it happen... Still waiting for Half-Life 2...
    Isn't this basically what we get once that lazy Steam lacky finally updates the steam client with Sixense goodness?

    Also, off topic - does doing this "freeaim screen spin boost" work for all titles - and how do I do this? Need a sixense masterclass....

    Also - thanks Andrew for the info

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    Quote Originally Posted by MaxBob View Post
    Also, off topic - does doing this "freeaim screen spin boost" work for all titles - and how do I do this? Need a sixense masterclass....
    So sorry for being slow here - is freeaim what happens when the game is integrated? I see its not one of the 5 fps modes that the motion creator offers. how come it cant just be done for all games? sorry for my slowness.

    Another question: Dan - freeaim for CS:S is that something we will get when we get the motion creator/steam integration - or can I get it now? thanks

    Back to CS:GO - I'd like to see a button for ducking and a gesture for jumping

  9. #9
    Quote Originally Posted by MaxBob View Post
    So sorry for being slow here - is freeaim what happens when the game is integrated? I see its not one of the 5 fps modes that the motion creator offers. how come it cant just be done for all games? sorry for my slowness.
    Freeaim is identical to Freelook, but with a nonfixed crosshair. The nonfixed crosshair makes it easier for the player to A) tell how much he's tilting in a given direction while at the same time B) allowing him to aim in a more point and shoot type of way. In a direct integrated title like TF2 you can actually reduce the amount the crosshair is free to move using console commands. If you reduce it to nothing you will have a control setting that is identical to freelook.

    The nonfixed crosshair has to be done in the game itself. Motion creator can apply options to the mouse cursor to make it control as it does in freelook, but without it being built into the game motion creator can't make the crosshair move anywhere around the screen as it does in freeaim.
    Last edited by icemanlonewolf; 03-14-2012 at 10:08 AM.

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    Quote Originally Posted by icemanlonewolf View Post
    Freeaim is identical to Freelook, but with a nonfixed crosshair. The nonfixed crosshair makes it easier for the player to A) tell how much he's tilting in a given direction while at the same time B) allowing him to aim in a more point and shoot type of way. In a direct integrated title like TF2 you can actually reduce the amount the crosshair is free to move using console commands. If you reduce it to nothing you will have a control setting that is identical to freelook.

    The nonfixed crosshair has to be done in the game itself. Motion creator can apply options to the mouse cursor to make it control as it does in freelook, but without it being built into the game motion creator can't make the crosshair move anywhere around the screen as it does in freeaim.
    OK, that helps, thanks.

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