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Joystick overhaul

PostPosted: Sun Dec 20, 2015 12:34 pm
by raptor
Hi,

I'm reworking how we do joysticks in Bitfighter and I need a little help from the joystick users.

First some background: We will be implementing joysticks how Steam does them. This means that every joystick or controller can be mapped to an XBox-like joystick like this:
Xbox360WirelessControllerImageX3.jpg

It doesn't really matter where the triggers or axes are, or what the button names are - they will become an Xbox controller!

This means I would like to know a few things from anyone who is willing to chime in:

1. What controller type do you use?
2. If your controller were to mimic the XBox controller shown above, what layout do you use for Bitfighter? (For example, what button is 'fire', what axis is 'shoot', etc.
3. Anything else you'd like to share about having joystick improvements to the game.

Thanks!

Controllermap utilities

Re: Joystick overhaul

PostPosted: Mon Dec 21, 2015 3:55 am
by Skybax
I only have a crappy USB controller for my computer that looks more like a PS controller but with 6 buttons on the right side and as far as I know it's not mappable. So super annoying.

But I have played many joystick based shooters on various consoles, so I have a feel of what buttons normally do what kind of action.

I would use the left stick for movement, and the right stick for aiming/firing. Rather than an actual "fire" button, I would just have it shoot whenever you use the stick to aim. This would provide for near instant reaction time since your thumb is always on it.

Left trigger would be first module, right trigger would be secondary module.

Left and right buttons would be previous and next weapon.

Y would be loadout select.

D-pad would be to select menu items and loadout options (I've always disliked using a joystick for fixed items since it has a tendency to go more than you wanted)

A would be select menu item or loadout option.

B would be Back.

Clicking the left stick would use first module's double-tap mode (like turbo's boost mode). The right stick would be the same for secondary module if any other modules ever got similar modes.

X could be quickchat menu.

Exciting changes!

Re: Joystick overhaul

PostPosted: Wed Dec 23, 2015 2:25 pm
by raptor
Skybax, you're controller is map-able and I am currently working on providing a utility to create the mapping. What OS are you running?

Thanks!

Re: Joystick overhaul

PostPosted: Wed Dec 23, 2015 3:05 pm
by Skybax
Windows 10 point whatever the newest version is

Re: Joystick overhaul

PostPosted: Wed Dec 23, 2015 7:38 pm
by raptor
OK, let's see if this works...

Skybax, if you're willing, here is a utility I'd like you to run to create a mapping for your controller:

http://bitfighter.org/~raptor/controllermap.zip

Unzip, run the program found inside, follow the instructions, and post the mapping to this forum thread.

Thanks!

Re: Joystick overhaul

PostPosted: Wed Dec 23, 2015 11:44 pm
by raptor
I got the controllermap utility working for OSX, too. So if any OSX users want to run it and post their mapping, that would be great!

Here it is:
http://bitfighter.org/~raptor/controllermap_osx.zip

Re: Joystick overhaul

PostPosted: Thu Dec 24, 2015 3:13 pm
by Skybax
It wouldn't let me attach the .txt so here's the code stuff anyways
  Code:
79000600000000000000504944564944,USB Joystick          ,platform:Windows,x:b0,a:b2,b:b3,y:b1,back:b4,start:b5,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,

Re: Joystick overhaul

PostPosted: Thu Dec 24, 2015 3:59 pm
by raptor
Thanks! I'll add it to our database.

Any problems with the tool? I know it's a bit clunky, but apparently it's not unusable...

Skybax, is your controller, by any chance, a 'G-Shark GP-702 gamepad' ?

Re: Joystick overhaul

PostPosted: Fri Dec 25, 2015 2:50 pm
by Skybax
The tool worked nicely. I liked it's simplicity and ease of use.

And nope. It says "Sabrent" on it.

Found it