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Binocular Vision CONFIRMED!
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I think so, but I'll reinstall and see if that helps.

EDIT: Nope, same behavior.


Sat Mar 24, 2012 6:30 pm
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Petrif-Eyed
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I've got a couple of clean machines laying around. I'll try to do some testing this evening to see if I can get a decent build working...


Sun Mar 25, 2012 7:46 am
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brantlew wrote:
I've got a couple of clean machines laying around. I'll try to do some testing this evening to see if I can get a decent build working...


I can try on my HTPC this evening, its the only machine I have without VS2010

edit: Not true, my gamer PC does not have VS2010, and it works on that one


Sun Mar 25, 2012 11:19 am
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@FingerFlinger: Well I am able to exactly reproduce your experience with the console build on a 32-bit XP machine, but I'm not going to have time to investigate it thoroughly this evening. I believe "dll-hell" is the proper term for this type of thing. (sometimes I really miss large statically linked C programs)


Sun Mar 25, 2012 9:08 pm
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brantlew wrote:
@FingerFlinger: Well I am able to exactly reproduce your experience with the console build on a 32-bit XP machine, but I'm not going to have time to investigate it thoroughly this evening. I believe "dll-hell" is the proper term for this type of thing. (sometimes I really miss large statically linked C programs)


My clients target platform is XP, and FreePIE works there, it does have VS2010 though.. I think its more of a dll-missing thing then a x64 / x86 thing

edit: Did you also try the WPF gui?
edit2: But your console program does not have any additional dependencies right? So it would be strange if the wpf client works.


Mon Mar 26, 2012 12:36 am
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This looks like a great start!
Gonna test tonight on the Vuzix. Will report experiences!


Mon Mar 26, 2012 11:56 pm
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ok, sorry for the support delay. I finally figured out why at least the console version of FreePIE was failing. The 32-bit Visual C++ 2010 runtime needs to be installed for the lua parser to function properly. Unlike .NET, it's a tiny install - just a couple of dlls. Here's the link.

http://www.microsoft.com/download/en/details.aspx?id=5555


Tue Mar 27, 2012 9:41 pm
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brantlew wrote:
ok, sorry for the support delay. I finally figured out why at least the console version of FreePIE was failing. The 32-bit Visual C++ 2010 runtime needs to be installed for the lua parser to function properly. Unlike .NET, it's a tiny install - just a couple of dlls. Here's the link.

http://www.microsoft.com/download/en/details.aspx?id=5555


Nice find! That will fix the GUI also.. We really need a installer


Wed Mar 28, 2012 1:05 am
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Well at least now we know the dependencies. While we are in alpha we can probably just provide the links to the .NET 4.0 and VC2010 runtime in the README.


Wed Mar 28, 2012 7:32 am
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Binocular Vision CONFIRMED!
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Okay, still not working...

To clarify what I've done so far:

Started with Vista 64-bit, installed the msvcr100 DLL, reinstalled the .NET runtime and the x86 c++ runtime.
Same error: "FreePIE.exe is not a valid Win32 application"
On my Windows 7 machine, which I just installed fresh a few weeks ago, it throws a runtime error.

I just went through the whole process again, and I'll check both machines after they reboot.


EDIT 2:Don't know what happened, but now the Windows 7 machine is also giving the "not a valid Win32 application" error when trying from the console.

EDIT:

Vista machine still behaves the same: .

The GUI works on the Windows 7 machine, although brantlew's script gives me the following error
Code:
[string "chunk"]:2: attempt to index global 'iPhone' (a nil value)
which I'm sure is just me doing something wrong.

Added the dump from the Windows 7 machine when trying to run the iphone script from the console
Code:
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation.  All rights reserved.

C:\Users\eroc>cd ..\..\FreePIE

C:\FreePIE>freepie.exe "iphone_test_script.lua"
Starting script parser

Unhandled Exception: System.NotSupportedException: An attempt was made to load a
n assembly from a network location which would have caused the assembly to be sa
ndboxed in previous versions of the .NET Framework. This release of the .NET Fra
mework does not enable CAS policy by default, so this load may be dangerous. If
this load is not intended to sandbox the assembly, please enable the loadFromRem
oteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more in
formation.
   at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence
)
   at System.Reflection.Assembly.LoadFile(String path)
   at System.Linq.Enumerable.WhereSelectArrayIterator`2.MoveNext()
   at System.Linq.Enumerable.<SelectManyIterator>d__14`2.MoveNext()
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   at FreePIE.Core.Plugins.PluginInvoker.ListAllPluginTypes() in C:\DEV\VR\FreeP
ie\FreePIE.Core\Plugins\PluginInvoker.cs:line 40
   at FreePIE.Core.ScriptEngine.LuaScriptParser.InvokeAndConfigureAllScriptDepen
dantPlugins(String script) in C:\DEV\VR\FreePie\FreePIE.Core\ScriptEngine\LuaScr
iptParser.cs:line 26
   at FreePIE.Core.ScriptEngine.LuaEngine.InitPlugins() in C:\DEV\VR\FreePie\Fre
ePIE.Core\ScriptEngine\LuaEngine.cs:line 122
   at FreePIE.Core.ScriptEngine.LuaEngine.Start(String script) in C:\DEV\VR\Free
Pie\FreePIE.Core\ScriptEngine\LuaEngine.cs:line 40
   at FreePIE.Console.Program.Main(String[] args) in C:\DEV\VR\FreePie\FreePIE.C
onsole\Program.cs:line 99

C:\FreePIE>


Wed Mar 28, 2012 10:35 pm
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Petrif-Eyed
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A couple of ideas.

1. It's good that at least the GUI works now. It appears that everything is linking up properly, however that alpha build on SourceForge was not compiled with the iPhone code so that's why it is complaining when you try to interface the phone. An alpha 2 build of the GUI is probably the best solution.

2. I'm not sure what the console version error means, but you might try to delete the msvcr100.dll out of your run directory. It is not necessary now that you installed the VC runtime and it may be conflicting with the installed runtime. If that doesn't help we should abandon the console version. It's an unofficial configuration so not much use digging into it since the GUI version seems to be functioning.


Wed Mar 28, 2012 11:14 pm
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I will give the TrackIR code a second chance this weekeend, if I cant get it to work I will upload a new alpha

Until then FingerFlinger, you can try to replace the Plugin dll inside the Plugin folder (For the GUI) with brantlew's Plugin dll and see if that work


Thu Mar 29, 2012 1:14 am
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Petrif-Eyed
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That's a good idea. Simply swapping out the plugin dll might do the trick.


Thu Mar 29, 2012 9:45 am
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Binocular Vision CONFIRMED!
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Swapping out the plugin causes the GUI version to crash, and the console build still won't run after removing msvcr100.dll

I'm glad that the GUI version is working, though! I'd like to help contribute to the project, but my only programming experience since high school is making little Flash games in Actionscript. I think I might be somewhat of out my comfort zone here. I just started checking out the dev threads on the sourceforge forum, so I'll guess I'll pipe in if I feel I can help, or let me know if there is some way I can be useful.

Code:
Description:
  Stopped working

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   freepie.gui.exe
  Problem Signature 02:   0.1.41.0
  Problem Signature 03:   4f4ce99c
  Problem Signature 04:   mscorlib
  Problem Signature 05:   4.0.0.0
  Problem Signature 06:   4da3fe76
  Problem Signature 07:   25a2
  Problem Signature 08:   d
  Problem Signature 09:   System.NotSupportedException
  OS Version:   6.0.6001.2.1.0.768.3
  Locale ID:   1033


Thu Mar 29, 2012 8:52 pm
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We need all the testing help we can get, thanks! I will put up a new binary some time this weekend


Fri Mar 30, 2012 1:11 am
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@FingerFlinger: Two ways that non-coders can help. Testing and documentation (user manual). Programmers are notoriously incompetent at both of those tasks (myself included), so it would be great to have others help out with that.


Fri Mar 30, 2012 7:36 am
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Woah! Just spotted this thread.

We could look at making an official section on the site for this - maybe a sub-forum? Do you think it would be popular?

Regards,
Neil

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Fri Mar 30, 2012 4:56 pm
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Petrif-Eyed
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Well so far it has only generated casual interest. Right now there is almost no reason to choose FreePIE over GlovePIE except for the Vuzix support. Hopefully over time it will become more compelling, and there will be a reason for a support thread. But I don't think it's there yet.


Fri Mar 30, 2012 10:15 pm
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But anything that can bring it out in the spotlight is welcome :P


Sat Mar 31, 2012 9:26 am
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Just released new alpha binaries.


Sat Mar 31, 2012 11:16 am
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Binocular Vision CONFIRMED!
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Finally got moved into my new apartment, and tried out the new alpha. Seems stable, and stuff works.

@brantlew the iphone_script_works great for me; it tracks pretty smoothly and without excessive lag. Did you ever find out why you were only getting 10Hz update speed?


Sun Apr 08, 2012 6:30 pm
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Oh that's great! I'm glad it's finally working. No I did not investigate the stuttering. It could be some apps on the phone or maybe something about my network. I'm happy to hear that you are not experiencing it.

BTW. There are several iPhone belt clip cases that you can simply clip onto a set of headphones for a simple head-tracking solution.


Sun Apr 08, 2012 10:05 pm
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Yeah, right now I am stuffing it underneath the top-of-head strap on my HMZ, but it works well enough!

I was testing it in Oblivion for about 15 minutes and I noticed that FreePIE quit tracking suddenly. I exited and FreePIE had shut down, so a possible crash. When I have some time, I'm going to see if I can replicate the problem.


Sun Apr 08, 2012 11:04 pm
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FingerFlinger wrote:
Yeah, right now I am stuffing it underneath the top-of-head strap on my HMZ, but it works well enough!

I was testing it in Oblivion for about 15 minutes and I noticed that FreePIE quit tracking suddenly. I exited and FreePIE had shut down, so a possible crash. When I have some time, I'm going to see if I can replicate the problem.


Nice its working for you, strange with the crash, can you please check the windows event viewer for errors?


Mon Apr 09, 2012 4:14 am
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BadKarma wrote:
Thanks a lot CyberVillain! You made my day by sharing that with me ;)

1. So far I got it working (got rid of the hotkey and use only the toggle function) and quick tested it in Crysis 2. Seems your multiplier was set pretty high, but I'm sure it's all game related?

2. And oh, just to let you know I'm having the same drift issues you've been having so it's definitely not your IMU. Haven't calibrated it yet with the AHRS so going to do that as well before trying again.

3. I've used a USB cable this time to get it to work, since my Bluetooth module outputs in binary mode by default apparently. Need to change that into text output, burn it again and test it WITH the Bluetooth module. Going to do so this afternoon and post any results here.

And now for another FreePIE question: How can I send serial commands? I know GlovePIE uses "Serialout(COM12, "COMMANDHERE")" and I did a quick search for a LUA equivalent. Or am I going at it from a totally wrong angle? Would like to know how to do this because I can make my Razor IMU output text format with a command (#ot) as you probably know. This way I won't have to rewrite the Arduino code and it gives me the possibility to synch with it so I won't run into any reset problems.

Any input is much appreciated guys!


1) The example uses FreeTrack which outputs in Radians, remove Math.deg if you use the AHRS plugin it outputs in Degrees, that can change the output sensativity. If its still too sensitive change multiply = 20 to something smaller

2) Ok, i tried that without success, let me know how it goes!

3) There is no raw com plugin yet for FreePIE, could wip something up. The AHRS plugin switches to binary mode by it self by sending the this command (The AHRS plugin uses binary input not text)
Code:
serialPort.Write("#ob");


Wed May 16, 2012 5:42 am
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Thanks for clearing up a couple of those issues mate. Totally explains why I'm getting binary code to begin with hehe.. Will have a go later tonight and post my progress here. And oh, totally missed this thread to begin with :mrgreen:

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Wed May 16, 2012 6:16 am
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Im working on Intellisense for FreePIE which would make it a little esasier to work with :D


Wed May 16, 2012 6:25 am
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Nice to hear you're working on Intellisense, would definitely help speed things up for the likes of me :D

Anyway, I've got some great news actually! I calibrated the IMU like stated in that tutorial from the guy in Berlin, and tada: no more drifting! It used to lock back into a certain point before, but after calibrating the magnetometer and gyro it's doing pretty damn well. Maybe just a tiny hint of noise when used in Left4Dead2, but seriously, I was not expecting this..

Been trying to edit a video in Premiere to show you guys, but my phone apparently recorded in 22FPS and Fraps did 30, so syncing those 2 has become a pain in the ass for this late a night. Will try again tomorrow when there's more light so my phone will do 30FPS with no problem.

Next challenge is to calibrate the accelerometer though. I noticed that when I aimed at a certain point in the game with the mouse, then turned on the IMU to control it, moved it around a bit and centered the IMU again to it's original spot, it wasn't pointing at that starting point anymore. This must have something to do with calibrating the accelerometer, does it not? Anyway, going to bed, will make a new video tomorrow and upload, lol..

Cheers

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Wed May 16, 2012 4:40 pm
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I got bad news for you BadKarma. There is very little you can do to solve drift with accelerometers. They are inherently unstable devices and you should expect some drift if you use them. The only way to really fix them is with sensor fusion which basically means dynamically recalibrating them with other sensors. Often magnetometers and compasses are used to recalibrate but those are also a bit unstable because of electromagnetic field noise - so it really is a big problem. Sometimes you can "hack" it by programming a calibrate button that re-centers everything when you press it.


Wed May 16, 2012 6:53 pm
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Even with optical tracking you get some drift in games that does not support absolute yaw and pitch (Mouse emulation)


Thu May 17, 2012 5:45 am
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brantlew wrote:
I got bad news for you BadKarma. There is very little you can do to solve drift with accelerometers. They are inherently unstable devices and you should expect some drift if you use them. The only way to really fix them is with sensor fusion which basically means dynamically recalibrating them with other sensors. Often magnetometers and compasses are used to recalibrate but those are also a bit unstable because of electromagnetic field noise - so it really is a big problem. Sometimes you can "hack" it by programming a calibrate button that re-centers everything when you press it.


You're right, I know it's a big problem and it cannot be 'fixed'. It's not my goal to create a perfect tracker with this, as I know it's most likely impossible without extra calibration sensors or some genius algorithm I'll never be able to conjure up :mrgreen:.

I must say though that the AHRS firmware uses a nice sensor fusion algorithm to begin with (check out this small paragraph with more referrals to scientific papers, if you haven't already). The AHRS firmware already uses the magnetometer and gyro to compensate for drifting, and after calibrating these especially I've come up with some pretty good results (video is uploading as we speak!). And yes, I'll most likely implement a recalibration button, it seems to be my only option since I do not have all the time in the world to wrap this project up..

Anyways, still 30 min. to upload completion, so you be the judge then :) just be kind.. hehe.

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Thu May 17, 2012 7:30 am
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Alright, here's the video finally. Let me know what you guys think (and be brutally honest, since that's way more helpful ;))


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Thu May 17, 2012 8:09 am
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Looks great! I am glad you don't have the drift problems that CyberVillain had. It proves that this device is a viable head-tracker. Maybe he had a bad part or an electromagnetically noisy environment?

One other thought. It is possible that the drift you notice is due to mouse emulation. I am not 100% sure of the causes but I think the frame-rate/mouse sampling rate and the rate of mouse input commands can get out of sync and cause the type of problems you are seeing. Since the mouse movements are cumulative (as opposed to absolute), if the game misses some of them it will drift. Also if the game uses some type of mouse-acceleration algorithm where quick movements cause greater angular motion then you will have this problem as well.

Have you verified that the raw data angles are getting misaligned or is it just the "north" direction in the game?


Thu May 17, 2012 9:05 am
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brantlew wrote:
Looks great! I am glad you don't have the drift problems that CyberVillain had. It proves that this device is a viable head-tracker. Maybe he had a bad part or an electromagnetically noisy environment?

Most likely.. Although judging from his last videos he had some yaw problems as well? Not sure if that had anything to do with his additional coding as he tried to get rid of his drifting though..

brantlew wrote:
One other thought. It is possible that the drift you notice is due to mouse emulation. I am not 100% sure of the causes but I think the frame-rate/mouse sampling rate and the rate of mouse input commands can get out of sync and cause the type of problems you are seeing. Since the mouse movements are cumulative (as opposed to absolute), if the game misses some of them it will drift. Also if the game uses some type of mouse-acceleration algorithm where quick movements cause greater angular motion then you will have this problem as well.

Thought about the mouse acceleration as well. Going to check how this works in UDK, since I probably know how to disable any mouse acceleration used in the game. Not so familiar with Source engine (which Left4Dead2 uses).

brantlew wrote:
Have you verified that the raw data angles are getting misaligned or is it just the "north" direction in the game?

Not sure how I would go about verifying this? Perhaps turning on the debugging function in FreePIE to see the raw angles and check the response ingame would do the trick.. And what do you mean with the north direction? :)

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Thu May 17, 2012 11:35 am
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BadKarma wrote:
Not sure how I would go about verifying this? Perhaps turning on the debugging function in FreePIE to see the raw angles and check the response ingame would do the trick.. And what do you mean with the north direction?


Yes, you would have to use the FreePie debugging functions. Something like "diagnostics:debug(sensor:getYaw());" Unfortunately the FreePIE output console is not optimized to print quickly so it is difficult to debug with. You should try to limit your debug output to every 10th or 20th cycle to avoid overloading the GUI. I always compile a console-only version of FreePIE to avoid these printing issues.

"north" just meant any fixed direction in the game.


Thu May 17, 2012 12:34 pm
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It looks way better than mine! I think its very hard to remove drift completely with mouse emulation. Will you hook it up to a rifle of some sort?


Thu May 17, 2012 2:03 pm
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brantlew wrote:
BadKarma wrote:
Not sure how I would go about verifying this? Perhaps turning on the debugging function in FreePIE to see the raw angles and check the response ingame would do the trick.. And what do you mean with the north direction?


Yes, you would have to use the FreePie debugging functions. Something like "diagnostics:debug(sensor:getYaw());" Unfortunately the FreePIE output console is not optimized to print quickly so it is difficult to debug with. You should try to limit your debug output to every 10th or 20th cycle to avoid overloading the GUI. I always compile a console-only version of FreePIE to avoid these printing issues.

"north" just meant any fixed direction in the game.


I will add a Watch feature "soon". So you will do diagnostics:watch(sensor:getYaw()) and then it will be presented in a grid with name sensor:getYaw() and the current value


Thu May 17, 2012 2:05 pm
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Not too shabby. Some drift, sure, but the signal looks nice and clean at least.

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Thu May 17, 2012 6:24 pm
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By the way, in the clip when you aim for the bird you hit the roof of what the Source engine let you aim upward, but you continue to move the device up for e while even when the camera does not longer move. This will make the Y-axis out fo sync because when you start to move down again the camera will move directly


Fri May 18, 2012 9:40 am
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CyberVillain wrote:
By the way, in the clip when you aim for the bird you hit the roof of what the Source engine let you aim upward, but you continue to move the device up for e while even when the camera does not longer move. This will make the Y-axis out fo sync because when you start to move down again the camera will move directly


You know, I actually laughed a bit when I read this! It's so obvious yet I hadn't thought about that.. Thanks for pointing that out to me CV. Been working on a lot of paperwork today but will experiment further tomorrow with the Bluetooth module and see if I can work around the mouse restrictions in UDK. I'll run the diagnostics and compare them to the in-game results like brantlew suggested. Might even be Sunday when I do this though, but I'll keep in touch!

- Cheers

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