Controller Support
#1772 posted by ericw on 2015/12/29 19:48:09
There is none currently.. I tried implementing it in QS a while ago; I do have a 360 controller.
What I found frustrating is, the FPS games that have good-feeling controller support (Valve games) are doing some fairly complex easing stuff. Like, if you flick the analog stick all the way to one side, there's a period of time where you turn slowly, then suddenly it accelerates like crazy - so there's some sort of time-based acceleration going on.
I don't actually game with a controller ever, so maybe that stuff is not really desirable, but I'm guessing it is. Anyway I'll try to dust off what I wrote and post a beta here for feedback.
Ericw...
get that 4 player split-screen support coded in while you're at it ;)
#1774 posted by Baker on 2015/12/29 22:24:18
#1775 posted by Kinn on 2015/12/29 22:25:13
why are the players christmas lights
Baker
that's cool as hell!
Does it have Pad support though?!
#1777 posted by Baker on 2015/12/29 22:34:09
Didn't make the pic. ;=)
#1778 posted by Baker on 2015/12/29 22:40:19
@fifth -- don't know. If I recall, Spike said it basically needs 2 USB keyboards plugged in.
Fte+splitscreen Input
#1779 posted by Spike on 2015/12/30 01:50:38
@baker
bind w "+p1 forward"
bind uparrow "+p2 forward"
bind lctrl "+p1 attack"
bind rctrl "+p2 attack"
bind 5 "p1 impulse 5"
bind kp_5 "p2 impulse 5"
if you omit the p1 / p2 stuff then yes, the engine uses an internal index of the input device that generated the key events in order to determine which player the event is meant to be controlling.
4-way splitscreen kinda needs a lot of keyboards and binds... you could of course also use csqc for really weird bind setups, which has access to the devid stuff too, but of course this isn't relevant unless you're making a mod.
you don't need two keyboards, just really weird binds.
also, fte is supposed to have support for xinput now, including support for per-player headphones as part of that (I don't actually have one, of course), so that's an alternative way to play splitscreen games.
@kinn
yeah, bloom + fullbrightskins kinda has that effect. quakeworld players might be crazy for wanting fullbright skins, but at least they don't use bloom. only a crazy person would use both at the same time...
also looks like someone disabled rtlight shadows in an attempt to make rtlights look obviously worse than lightmaps.
Direct Input Controllers?
#1780 posted by Legend on 2015/12/30 01:57:24
what about the direct input joystick support that the original quake had? I know it works with directq and qbism super8. they don't recognize 360/x-input, but work fine with direct input controllers like logitech f310.
FTE Cvars
#1781 posted by Spike on 2015/12/30 07:00:24
in_xinput 1 //enables xinput for 360 controllers.
joystick 1 //enables the old joy* apis that vanilla winquake used. some of the stuff will have been tweaked over the years, however... you'll probably need the binds menu to figure out which button is which.
Spike
#1782 posted by mankrip on 2015/12/30 08:12:38
Does FTE splitscreen work with networked multiplayer? IIRC a few years ago it didn't.
@mankrip
#1783 posted by Spike on 2015/12/30 16:56:38
set 'allow_splitscreen 1' on the server if you want cl_splitscreen to work with a separate server (otherwise its only permitted for the local client by default). This setting has existed for as long as fte has had splitscreen support.
Good!
#1784 posted by mankrip on 2015/12/30 17:00:58
This mean we can create an 8-player game using only two computers, right?
#1785 posted by adib on 2015/12/30 21:30:06
Imagine a team deathmatch like this. Two teams of four in two computers.
I Play Lots
Of local multiplayer. So it would be awesome
^ I Need A Job Like This
#1787 posted by adib on 2015/12/30 21:37:11
Noclip Fun
#1788 posted by Kinn on 2016/01/06 13:31:59
You know when you're noclipping and you hit a brush sloped in a certain way, and it takes control away from you and sends you floating vertically upwards until you exit noclip?
I know it's low priority as it only affects developers/cheaters, but I just wondered if it was an easy fix because when developing I seem to spend a lot of time wrestling with this quirk :(
Wha?
#1789 posted by ijed on 2016/01/06 13:40:11
Never seen that... noclip always, well, doesn't clip with anything no matter what shape it is.
Is it just because I only make boxes?
Noclip
#1790 posted by mh on 2016/01/06 13:48:50
I think that's a trigger_monsterjump and the following tutorial I wrote over 3 years back on Inside3D is all you need: http://forums.insideqc.com/viewtopic.php?f=12&t=4946
Noclip
#1791 posted by Kinn on 2016/01/06 13:52:38
It's when i noclip into brushes that are sloped in two axes maybe??
But - it's definitely world brushes and happens to me constantly.
#1792 posted by JneeraZ on 2016/01/06 13:54:16
That's weird ... I mean, as was said, noclip shouldn't be colliding with anything. At all.
Hmmm
#1793 posted by Kinn on 2016/01/06 13:56:04
just checked - slope in only one axis will do it.
Hmmm..maybe it's only in unsealed maps?
Leave it with me, when I get a second I'll make a test map to demo it.
Nope
#1794 posted by mh on 2016/01/06 14:53:14
I've seen it in id1 maps too. Or maybe there's two problems here and the one I've seen in id1 maps is trigger_monsterjump...
A Test Map
#1795 posted by mh on 2016/01/06 14:54:23
Would be cool by the way. It would be possible to trace through the physics code, selectively disabling sections of it, and home in on exactly what's causing it that way.
Ok
#1796 posted by Kinn on 2016/01/06 16:06:22
it's obviously more complicated than I thought. I made a simple test map with a number of different slopes and noclip worked fine all the time.
I have no idea what's going on now. If I ever find a way of reproducing it in a test map i'll let you know.
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