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Posted: Sat Jan 30, 2010 6:47 pm
by qbism
Are there any engines that have enhanced input support like better mouse movement and more exact aim?
I haven't tried it, but Makaqu has options for vertical only or h+v aim assistance. Presumably to help on the Dreamcast.

How could clients and/or servers address the general variety of platforms and input devices in an adaptive way?

One idea that has floated around in various forms: The server could assign handicaps to level the playing field based on current and past performance, ping, or a variety of criteria. It could "grant" certain cheats such as limited autoaim based on the platform or past user skill. An adaptive system could also help players with literal physical handicaps who might be using special input devices.

Posted: Sat Jan 30, 2010 7:26 pm
by frag.machine
Kinda related: this video shows some very interesting ideas for user interfaces and input devices. Maybe it's time someone try to build something like that glove built with mouse parts to PSP ?

Posted: Mon Feb 01, 2010 4:48 pm
by Teiman
Another solution for the handicaped/different interface problem can be this one:

- Programming something like the "smart system" that games like Bing or Assasin Creed use, where a single key move the character trough dificult terrain. So, if theres a leak, the mouse user can choose to jump over, drop inside, or fail. while the handicaped user will autojump.

The intend is to make navigating the map really easy for all users, but If you want flexibility, you has to forget the auto system.

Auto aim is evil, somewhat like a built-in aimbot, but what about a strafe button that is "smart enough" to detect who are you shotting at and correct the strafing from lineal strafing to circle strage... make the circlestrafe automagically.

Maybe make all these options optional. So a mouse users can enable it all, if him choose to.

Posted: Mon Feb 01, 2010 5:53 pm
by qbism
correct the strafing from lineal strafing to circle

That sounds better than autoaim because it keeps target in the center of the screen and the user still has to follow physics. It's autoface! The effect could be regulated to keep it from being jerky and/or better strafing than humanly possible.

Posted: Tue Feb 02, 2010 9:10 am
by sp4x0r
I've been thinking about aim assistance for console controllers lately. I remember reading an interview about some upcoming shooter (maybe Brink) and they were saying they treated a potential target like a gravity well for the crosshair.

I imagine this means keeping the crosshair locked in the centre of the screen, and for e.g. if your aim is going to just skim above the target then it gets gently nudged downward a bit - the level of adjustment varies depending on how much your original input was going to miss by. Might help you snap to a target quicker when your aim is good, too. Not sure how this would feel if the adjustment kicks in when you don't want it to, though.

I'm tinkering around with this sort of thing for single player in the vain hope the Pandora I ordered isn't vapourware ;-) At the moment just playing around with a 360 controller (I feel so dirty) and butchering the QC. Haven't done anything useful yet, but if I do I'll post it up.

As far as using this idea in multiplayer - if it worked subtley without actually doing all the aiming for you I suppose it could be slightly less frustrating, but I don't see how anything that would make you competitive could be anything less than an aimbot (and what everybody says about that being evil and despicable is absolutely right).

Posted: Tue Feb 02, 2010 10:32 pm
by Downsider
You could sv_move forward in the engine and add whatever amount applicable to the joystick/mouse input to point closer to the entity that the player's looking at.

Posted: Mon Apr 05, 2010 11:39 pm
by Team Xlink
I have made partial progress on this.

My goal is to enhance or improve the handling of controls for the psp, client side only.