News
:
Home
Forum
Calendar
Login
Register
MechWarrior: Living Legends
>
Public Discussion
>
Ideas and Suggestions
>
Support for Home Cockpit Builders?
Pages:
1
[
2
]
« previous
next »
Print
Author
Topic: Support for Home Cockpit Builders? (Read 1366 times)
xCav8r
Bondsman
Offline
Posts: 12
Re: Support for Home Cockpit Builders?
«
Reply #15 on:
September 02, 2008, 01:58:00 PM »
Having looked at the MOD-SDK and read the licensing overview from Crytek, I'd guess that the multiple displays (a la MSFS) route would require a commercial license and SDK. In light of that, I think the only reasonable way of enabling secondary monitors for MWLL would be to enable a raw data feed and to write my own software to get the data, interpret it, and display it--with physical or virtual gauges and/or lights. Even that, it appears, may not be possible with the MOD-SDK--and, even if it is, it's surely to be a low priority (if any) for the MWLL team since it will be of use to such a small audience.
Building a cockpit or gaming pod or sprucing up your computer-desk is a personal project, and it can be as elaborate or simple as you want it to be. It's yours and there are no measures to live up to except those that come from you. If you look at the various projects around on the web, you'll see a whole spectrum of projects. Some people build amazing cockpits and spend very little money (building most things themselves) while others spend tons of money and don't appear to achieve the same results (but I'm sure they saved a lot of time). Either way, it doesn't have to be expensive or require any programming skills. Just my two cents.
Logged
Landros Radick
Audio Director
Lead Dev
Star Colonel
Offline
Posts: 835
Landros "DarkWolf" Radick
Re: Support for Home Cockpit Builders?
«
Reply #16 on:
September 02, 2008, 03:08:41 PM »
While it may be of small use to us as the developers, there's no telling what might happen after release. Especially if VirtualWorld wants to update their pods. We have to get the game done first and then we can think about things like that.
I'd say it's still a useful venture and if you know C++ you could probably find a way to tap into it. If you know flash or actionscript, the gauges to interpret the data probably wouldn't be that hard.
Logged
WVISION
Bondsman
Offline
Posts: 1
Re: Support for Home Cockpit Builders?
«
Reply #17 on:
September 04, 2008, 03:08:55 AM »
I remember going to Dave and Busters and sitting in the Pods.. Only bummer was how graphically aged the game looked. So I hope MWLL will be the graphic polish and gameplay to jumpstart the Mech Sims again.
As for my Work in progress. I picked up a copy of Crysis just to Play MWLL. I am working on my controls.
I am considering picking up a couple Saitek Evos the Pedals and the New Cyborg Keyboard.. Should give me a nice Mech Style Layout. I liked how the keyboad had the Side Function Buttons on either side so I can reach them from either stick.. Not quite to bolting up a cockpit but if this game turns out well I might be tempted.
http://www.saitekusa.com/usa/prod/evo.htm
http://www.saitekusa.com/usa/prod/rudder.htm
http://www.saitekusa.com/usa/prod/cykey.htm
I have played with mapping with Xpadder and Pie Glove with some of my old controllers.. Results are promising.. Pie glove is a little tricky but definately lets you tweek alot.
I would hope I could do it inside MWLL but if I have to do it out side I will. I hope the developers have time to make most movements and stuff at least on keys so i can map them outside the game.
My goal is to get Torso Twist and Jump Jets on the Pedals.
Left Stick for Movement left right forward back
Right Stick for Targeting or Turret/Torso/Swivel and Elevation. I may have to use Mouse Emulation on this one unless theres a way to map keys to how you look around.
Should be good for mechs and tanks.
The sticks should let me map about about 10 selections at the fingers and the 2 triggers. That's not including the Hats.
Since nothing is out yet for me to really test I have been playing in Sandbox Editor in a desert i made with the tanks and testing out some joystick mappings on some of my old joysticks.
The only reason for me to touch the mouse and keyboard is for when I am in not in a mech or vehicle. Hopefully for me that doesn't happen much.
I played a lot of BF2 and 2142. Mostly Tanker or Hauling guys to Capture Points in an APC.
I can't wait to play...
«
Last Edit: September 04, 2008, 03:25:56 AM by WVISION
»
Logged
xCav8r
Bondsman
Offline
Posts: 12
Re: Support for Home Cockpit Builders?
«
Reply #18 on:
September 05, 2008, 09:36:38 AM »
Quote from: Landros Radick on September 02, 2008, 03:08:41 PM
While it may be of small use to us as the developers, there's no telling what might happen after release. Especially if VirtualWorld wants to update their pods. We have to get the game done first and then we can think about things like that.
I'd say it's still a useful venture and if you know C++ you could probably find a way to tap into it. If you know flash or actionscript, the gauges to interpret the data probably wouldn't be that hard.
Well, my previous offer still stands.
Logged
TimoBlastem
Lance Sergeant
Offline
Posts: 199
Re: Support for Home Cockpit Builders?
«
Reply #19 on:
September 08, 2008, 10:48:27 AM »
wvision: have you found a left-handed joystick? I was thinking about a very similar setup using two sticks but all the joysticks I found were right-handed and would be very uncomfortable for a dual-stick setup.
Of course, the other easy option is to just use the wasd keys instead of the left stick with the surrounding keys for ancillary functions.
Logged
xCav8r
Bondsman
Offline
Posts: 12
Re: Support for Home Cockpit Builders?
«
Reply #20 on:
September 08, 2008, 10:52:51 AM »
Hey, guys, I don't mean to sounds snotty, but can we keep this on topic? I'm afraid this will get hijacked by the discussion of controls, which is a tangent to the words in the subject and not germane to the topic. Perhaps a new thread to discuss controls would be in order?
Logged
ToeBall
Code Monkey One
Lead Dev
Star Colonel
Offline
Posts: 956
Re: Support for Home Cockpit Builders?
«
Reply #21 on:
September 08, 2008, 02:21:26 PM »
Quote from: AoP on August 28, 2008, 01:50:47 AM
Quote from: xCav8r on August 27, 2008, 08:25:59 PM
For what it's worth to the discussion, I'm just interested in the raw data from my game client.
As far as we know, Crysis does not support that kind of data stream and we can't provide it either.
Not at this point, not for the initial release and most likely not in the future. As said earlier, we'd love to provide features like this, but we won't make any promises or even large assumptions like this for future features.
Actually, we could provide it in theory. The problem, as always, is one of time. I know we'll have a features release after our initial one but I can't say what will go in and what won't. We've gotten lots of requests for specialised features. Some, like this one are so application specific, 99.9% of the people that run this mod will never use it, and it's alot of work for 0.1%. I was toying with adding in webcam head tracking as that would be something more likely others will enjoy.
Logged
xCav8r
Bondsman
Offline
Posts: 12
Re: Support for Home Cockpit Builders?
«
Reply #22 on:
September 08, 2008, 02:34:35 PM »
ToeBall,
I haven't looked at the MOD-SDK in detail yet, but I know C/C++. I mentioned to AoP in a private message that I'd possibly be willing to enable it. I'm working with some other people on doing this now for Freespace Open, but if it's possible to enable for your mod, I'd be interested in taking a deeper look/having a discussion. We'll be looking for another project after we finish up with FSO. I realize this isn't a priority for your target audience, so the time frame wouldn't be important to me. Perhaps before you folks quit the project and move onto other things?
For what it's worth, TrackIR support is a great idea, and I wouldn't be at all surprised if the folks over at Natural Point wouldn't help to make it happen, and TrackIR support means Freetrack support.
«
Last Edit: September 08, 2008, 02:37:07 PM by xCav8r
»
Logged
ToeBall
Code Monkey One
Lead Dev
Star Colonel
Offline
Posts: 956
Re: Support for Home Cockpit Builders?
«
Reply #23 on:
September 08, 2008, 02:41:48 PM »
Sounds good to me. If you develop something in the regular modsdk we can probably port it over to the mod later. As I said, we'll do a feature release of some kind post release since there's no way to get everything we want in by our target date, at least not with a few programmers working part time. After the mod releases though, we can slow the pace and start implementing things we want to see in game and didn't get to earlier.
Logged
xCav8r
Bondsman
Offline
Posts: 12
Re: Support for Home Cockpit Builders?
«
Reply #24 on:
September 08, 2008, 03:04:57 PM »
Ok, cool. We'll finish up with our activities for FSO and then turn our attention to modifying Crysis. I'll be in touch when I've got something to report on that end.
Logged
Landros Radick
Audio Director
Lead Dev
Star Colonel
Offline
Posts: 835
Landros "DarkWolf" Radick
Re: Support for Home Cockpit Builders?
«
Reply #25 on:
September 08, 2008, 03:15:23 PM »
I know you don't want any derailment from the main topic xCav8r, but enabling TrackIR support would be an awesome accomplishment in both FSO and CryEngine2!
Logged
xCav8r
Bondsman
Offline
Posts: 12
Re: Support for Home Cockpit Builders?
«
Reply #26 on:
September 08, 2008, 04:23:44 PM »
It's not that I don't want to talk about some of these other topics. I do. And, now that I got some input from ToeBall, I suppose I don't need to be such a harpy. Perhaps in the spirit of shared interests with my desire to keep this on topic, I'll start a new topic for discussing how people might set up controls for MWLL.
On the TrackIR note, since it's more development-oriented and was mentioned by ToeBall, MWLL can
request an SDK
from Natural Point. I don't have any direct experience working with them, but it's my understanding that they've provided
active
support in the past, but I don't know if that has included non-commercial mods. They also have a free SDK, but I'm not sure it's up to snuff for a game. (Read
SDK comparison here
.) Anyway, IMHO it's in their best interests to expand the list of titles of TIR-enhanced games, but with the proliferation of Freetrack as an alternative, perhaps they've become more guarded about releasing the SDK or supporting certain development projects. If I were you, I'd give them a call on the telephone. I'd think they'd be interested, if not excited, about something in the CryEngine space doing this (if it's not already been done or looked at).
Finally, for TrackIR support for FSO, check
here
and
here
.
EDIT: After looking over in the General Discussion forum, I noticed that there are a number of threads already devoted to the subject of setting up controls for MWLL. In fact, there is a discussion going on now entitled
'Mech Controls
. There is even a fork of the data feed idea in a topic called
Mech Simulators
.
«
Last Edit: September 08, 2008, 04:44:15 PM by xCav8r
»
Logged
BHawthorne
Bondsman
Offline
Posts: 11
Re: Support for Home Cockpit Builders?
«
Reply #27 on:
September 09, 2008, 08:27:07 AM »
Quote from: xCav8r on September 08, 2008, 04:23:44 PM
EDIT: After looking over in the General Discussion forum, I noticed that there are a number of threads already devoted to the subject of setting up controls for MWLL. In fact, there is a discussion going on now entitled
'Mech Controls
. There is even a fork of the data feed idea in a topic called
Mech Simulators
.
You have my interest. I can help with the simpit shell design engineering aspects.
Logged
Pages:
1
[
2
]
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Public Discussion
-----------------------------
=> General Discussion
=> Community Involvement
=> Ideas and Suggestions
=> Tech Forum
=> Join The Team
=> Battletech Universe
=> Player Communities Recruiting
-----------------------------
Off Topic
-----------------------------
=> Other Gaming
=> Toast
Loading...