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Thread: Mouse seems to get locked to the wrong window position

  1. #11
    Junior Member
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    The MCE I attached in the very first post is the version I am talking about. The problem arises when I use the original MCE _without_ the changes you recommended.

    Steps:
    1. Load that first original MCE, unmodified.
    2. Run LotRO, and log in to a character.
    3. Ensure that you're running in full-screen, with one monitor, to check that it's not a windowed-mode-only or dual-monitor-only issue.
    3. Walk around a bit and steer the character/turn the camera using the top trigger on the right controller (entering freelook mode), then release the view.
    4. Try to move the mouse around _without_ pressing the re-center view button
    5. If you can still move the mouse around the entire screen without problems, try repeating steps 3-4 a few times (5-10 times should definitely reproduce the problem, in my experience).
    6. You should find that sometimes the mouse can no longer move around the entire screen and you need to press the recenter mouse button to get it freed up again.

    Hope that's enough to reproduce it. Let me know if it doesn't reproduce for you. Sorry to keep bothering you about this! The main reason I am still asking about this is that when I switch to absolute mouse positioning, it seems to make the bottom right trigger (which moves just the camera, not turning the player, and doesn't enter freelook mode) super-sensitive - moving the controller at all while holding it rotates the view a huge amount.
    Last edited by Greywhind; 07-27-2012 at 01:04 PM.

  2. #12
    Administrator Danny's Avatar
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    You have found a type of game that has what we call the absolute bug. This type of game moves the windows cursor to the center of the screen every frame and the game measures the delta to move their in game mouse. This doesn't work well when using an absolute pointer because we are setting the windows cursor position to some absolute x,y coordinate every frame and the game measures that as a huge delta.

    What you need to do is:
    - Use a relative mouse pointer

    In the Wand dialog in the Relative group
    - Make sure Sync Relative Cursor is checked.
    - Clamp cursor to window under Relative group
    - Clamp cursor to client window under Relative group
    - Check Auto Calibrate under Relative group

    Lastly, replace your center mouse actions with calibrate relative cursor ( looks like it is already set that way).
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  3. #13
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    Thanks for the reply. Unfortunately, I tried to follow those instructions and am still seeing the cursor unable to move all the way to all the corners...

    Is there any chance I can get you to post a version of the MCE that has the values set correctly? There are several other options that I am not sure what the correct value should be, e.g. center_to_window, calibration_rate, calibration_steps.

    Again, sorry to keep being a bother and failing to figure this out.

  4. #14
    Administrator Danny's Avatar
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    So LOTRO does not have the absolute bug. I've set up the mce using an absoulute pointer. Reading back, I am not sure what your original issue was with the mouse pointer in absolute mode.

    Edit: Now I see. When you hold the LMB the camera pans, and in that mode it does have the absolute bug.
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  5. #15
    Administrator Danny's Avatar
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    I looked into the problem more and found out what is really happening. It is a timing issue between MotionCreator and the Game.

    First a little history on the absolute bug:
    With a mouse you always use relative movements and the concept of a center orientation doesn't exist as does on a Hydra. For games with the absolute bug we had to simulate an absolute pointer with a relative pointer in order for the relative pointer to keep the cursor at the center of the screen when you are holding the controller in a neutral orientation. To overcome that we have a property called slide_sides when set to false will follow the absolute pointer but clamp the position within the window.

    In LOTRO there are a few problems to overcome:
    1. They move the windows cursor back to where it was before you enter either mode with the bumper or the trigger. We don't want that because then your orientation is off. An absolute pointer is ideal in this case because it will move the cursor to where we are pointing the next frame. This is the cause of the invisible walls when using the relative mouse pointer. MotionCreator thinks the mouse is somehere else, but the game moved it on us after MotionCreator moved the cursor to where the absolute cursor would be (this is a timing issue, sometimes it works fine and other times it doesn't). MotionCreator syncs the position of the relative pointer to the absolute pointerwhen enabling the relative mouse pointer. Possibly delaying the action that sets the mode back to wand 5 or 10ms using the delay_on property might actually keep this problem from arising.
    2. Unfortunately, they use the windows mouse position all the time EXCEPT when you press the left mouse button. When you press the left mouse button they start moving the cursor to the center of the screen and measure the delta each frame to move the camera.

    So the best way to solve it is to keep the mouse pointer in absolute mode except when pressing the left mouse button (right trigger on the Hydra). When you do press the right trigger switch to relative mode and when you release the trigger switch it back to absolute. This keeps you from having to introduce delays in the actions.

    FYI, this did prompt me to create a new action that allows you to force the relative cursor position to the absoulte cursor position so it will know where the edges of the window are in cases like this.

    The attached mce should resolve your invisible walls.
    Attached Files Attached Files
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  6. #16
    Junior Member
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    Sep 2011
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    That MCE works great. Thank you very much for your help and patience, and for your excellent explanation!

    Edit: Also, I'd like to let you folks know that the Hydra has been a revolution for my gaming enjoyment - it's an awesome experience.
    Last edited by Greywhind; 07-30-2012 at 05:24 AM.

  7. #17
    Administrator Danny's Avatar
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    That is great to hear on all accounts!

    I would love to see the statistic showing the percentage of Hydra users that prefer using their Hydra instead of m/k. It seems to me if you can give it a week and your Hydra is functioning properly, you are hooked. Personally, I despise using the m/k for my gaming.

    ps. I've got an update coming very soon that should increase that percentage
    Danny Woodall
    Creative Director
    Sixense Entertainment Inc.

  8. #18
    It's really hard to wait

    I hope I will be greatly surprise

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