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Re: libfreespace integration into source engine

Posted: Fri Dec 14, 2012 11:21 am
by djdevin
Hey, I just tried your HL VR mod with my hillcrest and it's pretty neat!

Did you notice that when you roll, it seems like instead of just rotating around an axis, it seems to stretch weirdly?

I'm using TriDef3D so this may be why.

Re: libfreespace integration into source engine

Posted: Sat Dec 15, 2012 3:21 pm
by adoral84
I've never seen that before, I'm using nvidia's 3d support. I've heard of other games having that issue with Tri-Def though. You can disable roll with a console command (it's been a while so I don't quite remember), I actually played with it off quite a bit because the hillcrest tracker has some pretty abrupt recalibrations that are really jarring on the roll axis.

I'm in the process of building a DIY rift to kill time until march, once I get it up and running I'll try to do a nice integration with it (adding screen warping etc) and the hillcrest trackers (if you have two the mod will already do separate head/gun tracking although it needs some work).

Re: libfreespace integration into source engine

Posted: Sat Dec 15, 2012 10:51 pm
by 3dvison
I ordered the YEI 3-Space Sensor for my DIY RIFT build.
Will I be able to use this, or anything else for that matter with the YEI 3, or should I have gone with the Hillcrest tracker ?

Re: libfreespace integration into source engine

Posted: Sun Dec 16, 2012 9:12 am
by adoral84
3dvison wrote:I ordered the YEI 3-Space Sensor for my DIY RIFT build.
Will I be able to use this, or anything else for that matter with the YEI 3, or should I have gone with the Hillcrest tracker ?
This is currently only supporting hillcrest trackers but I'd like to make it so you can drop in a custom dll for any tracker and have it integrate with the source engine. From what I've read it seems the YEI is actually probably a better tracker than the hillcrest but I haven't used one directly. Hopefully we'll start to see easily pluggable head tracking apis in most popular game engines, the rift seems on track to pull this off.

Re: libfreespace integration into source engine

Posted: Mon Dec 17, 2012 6:28 pm
by love2scoot
Any word on changing the axis support on this? Having this oriented in a different direction than the default mouse emulation is cumbersome. Having a easy switch to specify actual/virtual axes would make this much easier to use...

Re: libfreespace integration into source engine

Posted: Sun Dec 30, 2012 1:49 pm
by djdevin
Is there any chance that this would work with an existing source game? I would think the camera control is similar but I really have no idea what would have to be done.

After seeing this in action, mouse emulation isn't doing it for me! :x

Re: libfreespace integration into source engine

Posted: Mon Jan 21, 2013 2:06 pm
by adoral84
If anyone's following I just released a pretty good update, I created a new thread for it.

http://www.mtbs3d.com/phpbb/viewtopic.php?f=138&t=16174