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erroneus wrote:i know what your thinking, why would anyone want to do that?
well, my reason is a little long to post here, but basicly, i'm trying to build an affordable VR system by means of a head tracking device. (school project) it would work on any platform that can use joystick, mouse, and keyboard. Nexuiz seems to have all 3. (and is open source if i'm not mistaken)
i've taken a look at the wiki and controls, and it seem that the engine has the capability of rotating the camera (tilt with strafe or death), but how could i control it (or add an control) that is from a mouse axis? (specifically the z axis... which i only found out because directX has a z axis for the mouse for some reason)
so, is this possible?
Nexuiz is an open source version of the Quake1 engine.
erroneus wrote:what i need help with is that when i am holding the joystick (virtual or real) at a constant value, the camera jitters like crazy, the further i push it, the more jitter there is.
i've managed to fix some of it by removing code that was found in cl_input.c
(commented out line 400
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cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
i also took out the bounding code on line 409
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cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
and that stopped the jitter when the angle is maxed out
any suggestions?
[TSA] Psychcf wrote:looks good, just one minor thing...Nexuiz is an open source version of the Quake1 engine.
that should read "Nexuiz is a game that uses the Darkplaces engine, both being open source." or something like that...
phandentium wrote:It uses an engine based off Quake 1. Though some re-wording would be appropriate.
cl.viewangles[0] += IN_JoystickGetAxis(joy, joy_axispitch.integer, joy_sensitivitypitch.value, joy_deadzonepitch.value) * cl.realframetime * cl_pitchspeed.value;
cl.viewangles[0] = (SDL_JoystickGetAxis(joy, joy_axispitch.integer) * 90 / 32767)
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