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Mwo Intelligent Zoom - An Enhanced Zoom You Can Bind To Mouse Wheel [5.0 27Th Apr]


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#41 evilC

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Posted 16 September 2013 - 03:19 AM

You guys are preaching to the choir on that one.
I would love nothing more than for all my macros to become obsolete...

As you say, it is even more annoying that most of these changes are probably quite simple fixes. I have drawn up a list of issues like this that I feel need to be addressed sooner rather than later, but it looks like we aren't even going to get UI 2.0 by release, so I doubt most of these things will be fixed in a hurry.

#42 AndyHill

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Posted 16 September 2013 - 06:36 AM

THIS

MUST

BE

INTEGRATED

INTO

MWO

ASAP



#43 Enderman

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Posted 16 September 2013 - 12:53 PM

Some feedback on the Zoom script - it takes about twice as much time to change from first zoom to second, compared to just buttonmashing the zoom key yourself.
The delay does not seem to influence this speed. Used the "Max Zoom only" mode.
What causes the script to have more delay than when you press the zoom key manually?

Edited by Enderman, 16 September 2013 - 12:54 PM.


#44 evilC

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Posted 17 September 2013 - 01:17 AM

The reason it will be delayed is because each time it zooms, it does the pixel search twice - once before to see what zoom it thinks it is in, once after to confirm the zoom rate it arrived at.
You may well be able to reduce the "Zoom repeat delay" figure to make it wait less time after zooming once before it zooms again, but I would keep an eye on debug mode - if you see too many "No change detected" in the log, this figure is too low, causing excessive CPU usage as it is making more pixel checks.

#45 evilC

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Posted 05 December 2013 - 07:30 AM

Another reason that it takes different times for different zooms is because of the process it must go through to determine current zoom.

The 1.0 zoom does not really have any unique pixels. The 1 is shared with 1.5 and the 0 is shared with 3.0

Therefore, my logic has to work like this:

can you see the "x" after the numbers ? if not, stop.
check for pixel unique to 3.0x
check for pixel unique to 1.5x
if not, it must be 1.0x

With the advanced zoom module involved, you need to check for 4.0 before you can assume 1.

So that is a potential of 5 pixel checks to determine that it is in zoom 1

Potentially, you could detect zoom 1 with a lower number of checks, but to detect all possible zooms I think it would mean more checks.
If anyone can figure out a better technique, then I am all ears.

Edited by evilC, 05 December 2013 - 07:33 AM.


#46 evilC

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Posted 05 December 2013 - 07:39 AM

New version up:

2.4 5th Dec 2013
+ Advanced Zoom module now fully supported
WARNING! You may need to re-calibrate to make use of it.
If you play in 1080p res, the default settings should work - so try adding a new profile.
+ Update Notifications are now enabled for this application.
= Experimental head tracking / joystick support removed.

#47 evilC

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Posted 05 December 2013 - 07:49 AM

If someone else could confirm working (at that 1080p defaults are good), I would appreciate it.

#48 Iqfish

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Posted 05 December 2013 - 08:07 AM

I double checked everything, disabled my aero theme but this just does not work.

The zoom loop is there, the binded controls do not work.
It says YES on every coordinate and it detects my zoom, whats wrong?

Got it!

Im German, so my y is a z on your keyboard. You should add that to the instructions, when you use an european keyboard you have to change the "MWO Zoom key" to y :D

Edited by IqfishLP, 05 December 2013 - 08:10 AM.


#49 evilC

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Posted 05 December 2013 - 08:45 AM

View PostIqfishLP, on 05 December 2013 - 08:07 AM, said:

Im German, so my y is a z on your keyboard. You should add that to the instructions, when you use an european keyboard you have to change the "MWO Zoom key" to y :D

Added to the instructions, thank you!

I am just packaging a new version now that improves advanced zoom mode.

Edited by evilC, 05 December 2013 - 08:46 AM.


#50 evilC

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Posted 05 December 2013 - 08:52 AM

2.5 5th Dec 2013
+ Added "Zoom Out sends Adv Zoom in Min/Max mode" option, plus a box to set which key to use for Advanced Zoom
Intended for use with mouse wheel - set Zoom Mode to "Min / Max Toggle", then tick this and the "Enable Advanced Zoom" option.
Then wheel up will toggle min/max normal zoom, wheel down will toggle Advanced Zoom.

#51 evilC

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Posted 05 December 2013 - 11:50 AM

3.0 5th Dec 2013
= Reworked internal structure.
Should result in it being much easier to control cases where you roll the mouse wheel too many times and unwanted zooms are queued.
Toggle min/max mode should be much less jumpy now.

#52 evilC

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Posted 10 December 2013 - 09:11 AM

4.0 10th Dec 2013
= Reworked the method by which zooms are carried out.
This version should be quicker in performing zooms.
All intermediate zooms are gone - old method to get from 1 to 3 would be to to 1->2, check arrival in 2 OK, then 2->3, check arrival in 3 OK.
Now it is 1->3 (Hit zoom twice quickly), check arrival in 3 OK.
The speed of the zoom is directly governed by the "Zoom Repeat Delay" setting, and actual matches behave differently to Testing Grounds.
Be sure to either leave "Zoom Repeat Delay" at it's default of 150, or adjust while in an actual game, not Testing Grounds!
+ Normal" mode should work better on mouse wheel now.
For example, if at zoom 3 and you roll the mouse down twice quickly, it should never attempt to hit zoom 1.5

#53 kernl

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Posted 20 December 2013 - 09:35 AM

Just finished configuration for a 1440x900 resolution and thought I should share:

Basic: 992, 629
1.5: 985, 627
3.0: 976, 631
Adv: 976, 628

The only hick-up is that I'm pretty new to the game and don't have a advanced module, however that adv. position should be within the "4".

Thanks a lot for you work on this project ;)

Edited by kernl, 20 December 2013 - 09:36 AM.


#54 evilC

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Posted 21 December 2013 - 06:29 AM

Added, thankyou Kernl!

#55 evilC

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Posted 21 January 2014 - 01:39 PM

Corrected coordinates for 1360x768

#56 Mandark Reyoku

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Posted 25 January 2014 - 12:00 PM

i use my actionmap and just input the code to use the mouse wheel
i use scroll down for my advanced zoom
</action>
<action name="m_toggle_4x_zoom_mode">
<rebind device="keyboard" input="x" index="0" defaultInput="v"/>
<rebind device="keyboard" input="mwheel_down" index="1" defaultInput=""/>
</action>

heres what i use for normal zoom

<action name="m_toggle_zoom_mode">
<rebind device="keyboard" input="mwheel_up" index="1" defaultInput="mouse3"/>
<rebind device="joystick" input="j0_pov0_up" index="2" defaultInput="j1_pov_right"/>
</action>

now when i zoom it only cycles 1 way it increases to max with each scroll action then reset so default
so i hope this helps with out the need for a macro app

#57 evilC

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Posted 25 January 2014 - 06:05 PM

Thanks for the tip, but the whole reason I released this macro was to remove the loop (reset zoom when you zoom in at full zoom).
With this macro, hitting wheel up at full zoom does nothing, so you can just spam wheel up and know you will hit max zoom without having to think about which zoom you are in.

#58 evilC

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Posted 04 February 2014 - 01:06 PM

UI2 changed the font, so all the coordinates will be invalid.

I am working on getting some new settings.

#59 evilC

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Posted 04 February 2014 - 02:59 PM

Well I got it working again with my res (1920x1200), but it is a bit harder now as the font is thinner.

I would really appreciate some help on getting good settings for 1080p.

I am not sure how this will affect lower resolutions, it actually might make it better as the font looks like it will scale down a lot better. I will know when I do the front room PC, which is 1360x768.

#60 deathlord

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Posted 04 February 2014 - 07:08 PM

I've been throwing coordinates at it for the last 30 minutes trying to get 1080p to work. No luck on 1.5 or 3.0.

I can't even get it to match state with the threshold set to 255, which seems... well, wrong. Basic still reads YES at all times, even though the current reading varies slightly. If I set the Basic threshold to 0, it still remains state YES even though there is a clear variance.





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