I have the classic controller hooked up to my G2 and am trying to use it to play Quake 3. While I've been able to remap all the buttons to get a decent FPS experience, the problem is that Quake, of course, has left/right turn as keyboard buttons by default, so even with the thumbstick left/right options on the CC being programmed to them, they are too slow to really use and make the game borderline impossible to play. There is the mouselook/freelook option, but that doesn't seem to want to work with the thumbstick on the controller--only with the phone itself. The movement and looking up/down works fine, but I need to make the right thumbstick into mouselook if I want to ever play Q3 again, and I don't know how. Do you guys have any ideas?
-Rocky
Did you try raising the sensitivity? If not link me to the controller you have and I'll buy it and see what I can implement into quake3droid.
I guess I should clarify, I meant the "Kwaak3" port specifically (which I installed as per random googled instructions); I haven't tried "quake3droid" itself. But I assume it's a general limitation of anything based off of Quake 3 (unless quake3droid changes it somehow) that being able to turn left and right is either keyboard-based or requires mouselook, and my problem is getting the program to recognize moving the thumbstick around as a mouse (it didn't work as "Joystick" when I enabled that, unless I was seriously confusing things), so if I set turn left/right as the keys associated with left/right on the CC, then it's godawfully slow to turn and mouse sensitivity has no impact. It seemed like less of a problem looking up and down than turning, but that may just be due to the fact that that I was fighting a bot in a mostly horizontal level so it was much less essential to look up/down than to be able to turn quickly to shoot him.
Related
Hello everyone, I'm a tilt user. One thing I like about the tilt is it's right handed keyboard. (meaning you can use the D-pad with your lefthand and use the stylus with your right hand.)
I'm not sure yet if the Fuze is the upgrade for me, and I wont know until I can get some user input. (and try it out for myself of corse!)
For you right handed people out there... what's it like having a keyboard that slides out the other way? Some games I play I use the D-pad as moving around and the keyboard to shoot/open/strafe/etc... AND if there wasn't that annoying touchscreen bug that slows everything down, I could actually use the stylus AND the D-pad. With a landscape left device I wouldnt be able to do this (unless I trained myself to be left handed, or atleast have a steady left hand).
I was wondering if any of you could try out some games and emulators? Also let me know if the annoying touchscreen bug still persists? I'll go to the AT&T store tomorrow and play with one, maybe bluetooth some files over from my tilt and do some tests lol.
so, to sum up everything up above^^^
1. does it run games at a better speed than the tilt? Can it run emulators at an enjoyable speed?
2. Does the Touchscreen bug still persist?
3. How is the change from using the tilt's right handed keyboard to the Fuze's lefthanded keyboard?
thanks!
Hello guys. I've just released my app's source code as well as a short video at:
http://androidcontroller.googlecode.com/
--necessary improvements list--
on the Android side:
* service discovery so that the client and the server can find each other on the local network (it's very annoying having to manualy enter an IP address in a textfield that's why I change the source code every time and compile with the new ip )
* kalman (or some other kind of) filtering to smooth the sensor output
* improve menus/configuration/interface
* look for a marker and calibrate automaticaly
on the windows side:
* switch model you're rotating somehow (ability to load models via xaml files?)
* interact with the object (I'm already transmitting the touch screen's x/y event)
* smooth the sensor data on the windows side to take the load off the android app
* sounds
* transmit images to display on android or sounds?
I would appreciate VERY much ANY help that anybody could provide. If you are interested in contributing code please contact me and I will add you to the project members list.
Well Done !
congrats
HES A JUBEH IMPOSTER
Just kidding, awesome app btw
wow...this is pretty cool. I would love to help but due to my lack of knowledge in this. Keep up the good work!!
Great work, I'd love to see how this develops.
Starred in google code.
Everybody thanks for the encouraging remarks
re
GĂ©nial___$$$$$$$$
Draw custom buttons to the touch screen which send keyboard commands to windows, and implement gamepad support for the sensors? Then this could be used as an input device for a computer.
bjehsus said:
Draw custom buttons to the touch screen which send keyboard commands to windows, and implement gamepad support for the sensors? Then this could be used as an input device for a computer.
Click to expand...
Click to collapse
But if I do that then the touch screen becomes just another gamepad, and a bad one for that matter since touch screens have no tactile feedback (i.e. the finger is not aware of wether it has pushed the button or not). Tactile feedback could be implemented via vibration or perhaps even audio feedback with sound for button press but both those scenarios are impractical for a gaming situation where buttons are being pressed at a frantic pace.
Besides I wanna do more than just pushing buttons. Something with touching/swiping gestures etc. Transmitting data from the pc to the mobile device, or sounds? ooor.. dunno^^
I need some good ideas on what more one could do with this ^_^
I'd be more than happy to help, unfortunately the most I can do for you is clean up images and menu buttons. If you need any of that done feel free to hit me up.
woah
This is really cool. Are there any real apps available yet?
henrynhl said:
This is really cool. Are there any real apps available yet?
Click to expand...
Click to collapse
Plx define 'real' apps.
Actually this is a great idea, I'm surprised no one had thought of it yet.
Blender (open source 3d suite) supports NDOF devices nowadays - I'll see about giving this a try when I get a chance, and perhaps contribute some code (and we'd need a linux server as well, which shouldn't be too big of a deal)
Jubei said:
But if I do that then the touch screen becomes just another gamepad, and a bad one for that matter since touch screens have no tactile feedback (i.e. the finger is not aware of wether it has pushed the button or not). Tactile feedback could be implemented via vibration or perhaps even audio feedback with sound for button press but both those scenarios are impractical for a gaming situation where buttons are being pressed at a frantic pace.
Besides I wanna do more than just pushing buttons. Something with touching/swiping gestures etc. Transmitting data from the pc to the mobile device, or sounds? ooor.. dunno^^
I need some good ideas on what more one could do with this ^_^
Click to expand...
Click to collapse
I have an idea, heh...use it to control the mouse on a PC.
There are remotes that work using accelerometers and such...by tilting the remote up, it moves the mouse arrow on the screen up, left goes left, etc. Then simply have the screen react to a short tap(which would be a single click), double tap (which would be a double click), and a long press (for right click).
That is certainly something that I would use on a daily basis.
jmhecker said:
I have an idea, heh...use it to control the mouse on a PC.
Click to expand...
Click to collapse
Thanks for your feedback jmhecker! Do you mean like a wiimote? If so then unfortunately that's not possible with the HTC Dream unless the user performs some kind of calibration process first (because the device has no way of knowing where the monitor is). So first some sort of calibration would be necessary, which could be done by placing a marker/qr code on the monitor then pointing the camera OR just pointing the device to the middle of the screen and pressing a button (which is what i"m doing now to calibrate).
Jubei
Jubei said:
Thanks for your feedback jmhecker! Do you mean like a wiimote? If so then unfortunately that's not possible with the HTC Dream unless the user performs some kind of calibration process first (because the device has no way of knowing where the monitor is). So first some sort of calibration would be necessary, which could be done by placing a marker/qr code on the monitor then pointing the camera OR just pointing the device to the middle of the screen and pressing a button (which is what i"m doing now to calibrate).
Jubei
Click to expand...
Click to collapse
Kind of like that, yes. But, not exactly.
Basically, the phone knows when it is in 'zero' position. IE: lying flat on its back.
Now, I tilt the phone (rotate) to the left a smidge, so it look like / (when looking at it if it were in front of you...what oyu see is the bottom (where the plug is) of the phone. Now, when you tilt it like that, the mouse cursor moves left. Then when you turn it like \, it moves right...tilt the phone forward, it moves down, and tilt it backwards, and it moves up.
Kind of what you have being done already with the video and the plane in it...but, rather than move the plane, move the mouse cursor.
Does that make sense?
This with remote droid...
jmhecker said:
Kind of like that, yes. But, not exactly.
Basically, the phone knows when it is in 'zero' position. IE: lying flat on its back.
Now, I tilt the phone (rotate) to the left a smidge, so it look like / (when looking at it if it were in front of you...what oyu see is the bottom (where the plug is) of the phone. Now, when you tilt it like that, the mouse cursor moves left. Then when you turn it like \, it moves right...tilt the phone forward, it moves down, and tilt it backwards, and it moves up.
Kind of what you have being done already with the video and the plane in it...but, rather than move the plane, move the mouse cursor.
Does that make sense?
Click to expand...
Click to collapse
I could see this working with RemoteDroid, or something of that nature. Make the tilt like a joystick, and the screen with a touch pad and buttons. That would make a killer game controller
jmhecker said:
Kind of what you have being done already with the video and the plane in it...but, rather than move the plane, move the mouse cursor.
Does that make sense?
Click to expand...
Click to collapse
It does yes. But i think it would require a lot of work to be usable because isometric or isotonic (speed of cursor relative to tilt angle) devices are not nearly as usable as mice. So in the end you'd spend so much hours coding just to have another mouse, whereas I think this device can be more.
it has a speaker, a display, vibration, buttons, keyboard, a trackball, sound. It has a lot of potential to be used just as a simple mouse.
The Gametel controller is now available on Amazon.com. I got mine in the mail today. Here's a quick review.
It came with no battery charge, so I had to plug it in to test it out. I was using a USB cable plugged into my computer. At first it only showed a red light to indicate charging, but then a green light came on shortly afterward. This is supposed to indicate that it's on but not paired. I tried pairing with the device using the Gametel software from the market, but it would not work. Turns out you can't use the controller while it's plugged into a computer. As soon as I unplugged it it turned off, and when I turned it back on it paired fine. I tested it again while plugged in and it still wouldn't connect to the phone. No big deal, but it's a minor hassle. It might work fine when plugged into an outlet. It supposedly has a 9 hour battery life, so just keep it charged and this issue should never bother you.
Despite the One X's huge size it fits fine, even with a TPU case. The TPU case has the added benefit of keeping the controller arm from pressing the down volume button. The software has a feature to disable the volume keys because of this potential issue, but it's nice that I didn't need to use it. It says it can provide volume control using the device itself, but I'm not sure how that would work, since all the physical buttons are mapped to SNES buttons for my purposes. You could always slide the phone a little bit to the left and it wouldn't hit the volume key. The phone would be off center, but it wouldn't be too bad.
The controller acts as a virtual keyboard. As part of the software setup it installs an input method in your keyboard settings. As soon as you launch the software it prompts you to change to its input method, which is handy. Then you can launch your favorite emulator and map the keys is uses to the emulator's buttons.
I initially had problems with the default keys that the controller was emitting. I'm used to an SNES button layout, so I will call the buttons X (top), Y (left), B (bottom), A (right). For some crazy reason the A button was emitting the Android "Back" button by default. This was mappable in Snes9x EX, but pressing it still performed the "Back" action which prompted you to quit the game. The B button was emitting the "DPAD Center", which worked, but was an odd choice. It's even stranger because none of the preset key configs in the Gametel software's Advanced Settings have this setup. If this happens to anyone else, just load the Android Gamepad preset and it will work fine. However, it reverses X & Y and A & B from what I'm used to, so I made my own preset named SNES. That way when I configure Snes9x the purpose of the button matches up with the key being emitted.
As for the controller's buttons and D-pad, they are OK. The buttons are great, but the D-pad makes you move diagonally a little too easily. If anyone is familiar with the Xbox 360 D-pad, it's the same sort of problem, but not as bad. Maybe with more time I'll get used to the feel of exactly where to press to avoid moving diagonally. Part of the problem is the D-pad is circular instead of cross-shaped. It's hard for your thumb to feel exactly where the cardinal directions are. This isn't the entire problem, though, because the 360 controller has clearly raised cardinal directions and it still sucks really bad. Thankfully it's not nearly that bad with this D-pad. Pretty much anything is better than on-screen controls.
That actually looks pretty cool.
I don't game enough to need this and touchscreen controls don't bother me enough, but thanks for the review!
As it turns out, the D-pad is really ****ty. This is most noticeable in games with movement in both directions, like Secret of Mana. Zelda wasn't so bad because you move kind of slow and you can adjust your thumb position if you notice yourself moving diagonally by accident. However, in Secret of Mana you fly across the screen, and moving diagonally by accident for a second can really put you off course. In a game like Super Mario World you don't really notice the problem.
I might have to try an iControlPad. I just really liked the Gametel's single-piece design and spring-loaded arm.
Sixaxis controller app and ps3 controller.. All you'll ever need
Sent from my One X using xda app-developers app
So, I'm loving the hell out of my Surface RT (64GB with black Touch cover) except for two things.
1: I use the actual function keys (F1-F12) a lot more than I need a shortcut key for the play/pause button or the Share charm. Due to the placement of the Fn button on the right side of the keyboard, it's difficult to use the keys the way I'm used to. For example, Alt+F4 is now Alt+Fn+Play/Pause, and requires two hands. If anybody can find a way to toggle the default state of the Fn key, I would be super-grateful! Ideally, I'd be able to actually remap he keys like you can on advanced USB keyboards; for example, I need the Home and End keys too, but rarely use F8-F10 so I'd like to remap those.
2: The default direction of the multitouch scroll drives me up a wall (but only if I try to drive down it). It's a pointing device, not a touchscreen, dammit! I expect it to function like a scroll wheel on a mouse, or the side-scroll on older PC touchpads, or the TrackPoint scroll on the Thinkpad, or... you get my point. Yes, I get that Apple did it first; they were dumb then, are still dumb now, and MS was very dumb to copy them. On the other hand, at least Apple lets you change it! If the direction of this scroll can be reversed (preferably without screwing up the scroll wheel of an actual mouse, if I were to connect one), that would be amazing.
I was really hoping that the included drivers would include controls for these things, the way Microsoft's normal mice and keyboards come with highly configurable drivers, or most Laptops come with fairly advanced Synaptics touchpad driver controls. If any of you have contacts at MS on or near the Surface team, tell them that we really want some drivers like those, please!
have you been able to resolve the Fn key issue?
GoodDayToDie said:
So, I'm loving the hell out of my Surface RT (64GB with black Touch cover) except for two things.
1: I use the actual function keys (F1-F12) a lot more than I need a shortcut key for the play/pause button or the Share charm. Due to the placement of the Fn button on the right side of the keyboard, it's difficult to use the keys the way I'm used to. For example, Alt+F4 is now Alt+Fn+Play/Pause, and requires two hands. If anybody can find a way to toggle the default state of the Fn key, I would be super-grateful! Ideally, I'd be able to actually remap he keys like you can on advanced USB keyboards; for example, I need the Home and End keys too, but rarely use F8-F10 so I'd like to remap those.
2: The default direction of the multitouch scroll drives me up a wall (but only if I try to drive down it). It's a pointing device, not a touchscreen, dammit! I expect it to function like a scroll wheel on a mouse, or the side-scroll on older PC touchpads, or the TrackPoint scroll on the Thinkpad, or... you get my point. Yes, I get that Apple did it first; they were dumb then, are still dumb now, and MS was very dumb to copy them. On the other hand, at least Apple lets you change it! If the direction of this scroll can be reversed (preferably without screwing up the scroll wheel of an actual mouse, if I were to connect one), that would be amazing.
I was really hoping that the included drivers would include controls for these things, the way Microsoft's normal mice and keyboards come with highly configurable drivers, or most Laptops come with fairly advanced Synaptics touchpad driver controls. If any of you have contacts at MS on or near the Surface team, tell them that we really want some drivers like those, please!
Click to expand...
Click to collapse
The Fn Key issue is a little bit annoying, anybody have a solution for it?
So I found out that my new Galaxy S3 supports USB-OTG, and gamepads. Well I just so happened to have an old Xbox (original, not 360) controller lying around, so I cut off the xbox connector off the end of the cable, and replaced it with a USB cable (so very easy). It works, sort of. The buttons and dpad all work fine, but getting the analog sticks and triggers needs help from 3rd-party drivers/software.
Specifically, the issues I'm having are:
- There is absolutely no deadzone whatsoever in the Android OS gamepad drivers, so unless the game itself implements a dead zone, this makes mapping axes to functions very difficult. For example, the game Shadowgun: Deadzone, has gamepad support built in, but it requires that you map each individual button and axis; there are no premade configurations. So this means I have to manually map the left analog stick to move, and the right one to look, by tapping on the function, and then moving the appropriate stick. But the problem is that the moment I tap on a function to map it, it is instantly mapped to the trigger axis, because of how noisy/sensitive the trigger axis is, and the fact that there is no deadzone. There is no way around this. It is simply impossible to map any of the axes/buttons because of the lack of a deadzone.
- Some games, however, do come with premade gamepad configurations, so that I don't have to map each function individually. The problem is, these games usually don't allow any custom mapping, and they almost always get the axes wrong. For example, the game Dead Trigger will let you use your gamepad right away, without any options or configuration required. The game maps the left analog stick to move, just fine, but it maps up/down look to up/down on the right stick, and left/right look to the triggers?! And worse yet, the triggers are one combined axis, so this means that I am constantly spinning around in circles like a retarded chicken on a merry-go-round, unless I press and hold both triggers.
So what I need is an app that can A) Force a dead zone on the gamepad, and B) Re-map one axis to another axis.
Anyone know of any Android apps that can do this?
Oh, and they have to work on a non-rooted device, because my S3 is still under warranty, and even though I know I can just unroot it if I need to send it back, I'm still afraid that I might break it while rooted and be unable to unroot it because it is broken.
Thanks for any help!
Did you find a solution to this Problem? I'm having the same issue when using the Ouya Controller with another Android Device.