RE: [GD-Design] FPS console controls
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From: Tom F. <to...@mu...> - 2003-04-07 14:52:33
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One of the tricks with deadzones is that you make a fairly large deadzone, but ignore it if the _velocity_ of the stick is above a certain (small) amount. This is because as sticks get older, where they recenter too gets very loose. But if the player makes a small movement, they expect that movement to get through to the game, even if it's inside the deadzone. You need a tiny bit of deadzone on the velocity to cope with signal jitter, but it is very small. This is a really neat trick. It's necessary on the PS2 because the DualShocks really loosen up over time and the centre position is wildly out (which is where I saw this originally), but it's also helpful on the other controllers - small adjustments are really simple to make. Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Javier Arevalo [mailto:ja...@py...] [snip] > - Stick dead zone (more hardware issue than software, but both can be > involved). I got the feeling that the dead zone for stick > centering was much > larger in MoH/PS2 than in Halo, and that it was annoying in MoH when I > wanted those little adjustments to turns, it just seemed that > I had to turn > the stick too much before turning began, so it took me longer > to perform > little turns. [snip] > Javier Arevalo > Pyro Studios |