Steel Battalion controller and win 7 64-Bit drivers
#1
Posted 07 May 2012 - 07:45 PM
Install instructions:
"Proof of life"
Might be interesting to see if anyone takes the time to get this working with MW:O when it comes out. Or even better maybe the devs could take a look at supportign it
#2
Posted 08 May 2012 - 09:05 AM
Edited by HackNFly, 08 May 2012 - 09:05 AM.
#3
Posted 26 May 2012 - 01:22 PM
When/if I get my closed beta invite, it will be time to get out some big zip-ties and mount my SB controller to my sawhorse!
Edited by Ter Ushaka, 26 May 2012 - 01:23 PM.
#4
Posted 26 May 2012 - 03:02 PM
#5
Posted 27 May 2012 - 01:05 PM
#6
Posted 27 May 2012 - 01:36 PM
Ter Ushaka, on 27 May 2012 - 01:05 PM, said:
Now that was a Captain Buzzkill answer. Nothing wrong with a non-beta participant helping out someone with hypothetical key bindings.
As long as you send the videos in to the devs so they can see you blowing the crap out of them in style.
#7
Posted 27 May 2012 - 02:23 PM
Additionally, as a programmer, I understand NDAs so if a developer doesn't want me to help they can contact me and I'll be happy to comply.
#8
Posted 27 May 2012 - 02:44 PM
#9
Posted 27 May 2012 - 02:45 PM
#10
Posted 27 May 2012 - 03:00 PM
http://mwomercs.com/...post__p__274191
Paul Inouye, on 25 May 2012 - 02:59 PM, said:
You are bound by NDA...
NOT ALLOWED TO SAY YOUR PARTICIPATING IN BETA ANYWHERE
Being removed from Beta may or may not extend past the Launch date. Behave!
Edited by Ter Ushaka, 27 May 2012 - 03:01 PM.
#11
Posted 01 June 2012 - 04:37 PM
#12
Posted 02 June 2012 - 02:20 PM
#14
Posted 02 June 2012 - 09:52 PM
Here's mine for example:
"G:\Elements\Mechwarrior Mercenaries - Mektek Mekpak\MW4Mercs.exe" /gosnovideo
#15
Posted 02 June 2012 - 09:56 PM
Yuba Frank, on 02 June 2012 - 02:20 PM, said:
Lots of old software doesn't like NXbit. If you disable it most things should run no problem. Hell, I run MW3 on my computer with no problems.
#16
Posted 02 June 2012 - 10:14 PM
Me?....I used the lightest mech, stripped it of armor, put the best damend engine in it, about 5 clan AMS, jump jets, and 16 machine guns.....they couldnt hit me, missles took too long to get to me and AMS would take care of the ones I didnt out run, and 16 machine guns point blank to the un armored back sides were a killing blow to anyone....gawd...
......I dont know HOW but, some how you reminded me of this all Nasty9. I only dinked around on the UA servers for fun, but..SOMEHOW you brought those memories back......
Onto more RELATED notions, If I had money to do so, I would right now be screaming "TAKE ALL OF IT!" while throwing an assortment of currency to the individuals who are responsible for this awesome.
Edited by Rikichi, 02 June 2012 - 10:15 PM.
#17
Posted 09 June 2012 - 08:44 PM
First off hacknfly, thank you from the bottom of my heart for being the person to finnaly make this dream come true.
Second, i posted on the google code an issue ive been having in getting the software to run correctly. Mainly that the software becomes unresponsive when first running it. My solution to this has been to close the software, unplug the controller, plug it back in and try again. Eventually it works, lol
Third, by default the control scheme has the right joystik controling vertical aiming as well as full body turning, with the left joystik controlling horizontal aiming(the thumbstick is replication of "aiming"). Basically by default the ability to aim is determinded by two different joystiks, each one controlling a single axis.
So this is kinda awkard. Mainly since the left joystik only has horizontal movement, and full body movement is only left/right(ie, you press left, your mech spins to the left, there is no vertical axis to consider), so with that, it makes more sense to have the left joystik mapped to full body movement, with the right joystiq having full "aim" (horizontal/vertical axis aiming) control.
So to fix this is actually kinda easy. Under PPJoy in the start menu, select "Configure Joystik". Select PPJoy Virtual Joystik 1", and click "mapping". Select "set a custom mapping for this controller" under either option(the top option changes the default for all controllers, bottom for just this controller). On axis 1, change it to Z Rotation. On Axis 4, change it to X Axis. Click next until completed, everything else can be left as is. Restart your computer.
Now, i had to use the windows built in "configure joypad" to get the sticks to respond propperly(ie if you dont, your controller may be "stuck" in a certain direction) You will have to play with this a bit, as windows does not detect everything correctly, you may get some sensor flickering and crazyness, but it was fairly easy to figure out. Note however that windows will now detect the left joystiq as controlling the x axis, and the right the Y axis, so the first configuration screen that asks you to make circles with the x/z axis, just use the two to hit all 4 corners
Also, just a little tidbit, make sure to change the controls in mechwarrior's options to "PPJoy Virtual Joystiq 1", by default it isnt selected and wont work.
Lastly hacknfly, i havent had much time to look/play around with the controls, so as far as i am aware, the tuner dial/communication buttons and function switches dont control anything at the moment? Or atleast by default they didnt seem to controll anything? Id love for you to correct me if im wrong, lol. Anyways hacknfly youve made me happy, and im gonna get some good mechwarrior 4 game play in this weekend, and dream of getting into the beta
#18
Posted 09 June 2012 - 09:09 PM
As far as the control axis. That was just my attempt at doing something different. I don't actually own the SB controller, so progress with it has to come in bursts. I'm planning on borrowing it again next week, and working on the user interface. Ideally I'd like the user to have the choice to map buttons to buttons or to keystrokes as well as to be able to do any custom axis mapping they might desire.
Thanks for your feedback. I'll do my best to improve the interface for future use. Sorry you went through so much trouble. Changing axis mapping currently only takes changing two lines of code.
~Santiago
#19
Posted 10 June 2012 - 08:40 AM
#20
Posted 13 June 2012 - 01:23 PM
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