Sorry for thread necromancy, but this solution is worth a sticky.
Calibrating joysticks in linux is non obvious and is not helped that SDL by default ignores your calibration (without setting SDL_JOYSTICK_DEVICE to /dev/input/jsX).
Search found 16 matches
- Thu Jan 10, 2013 3:22 pm
- Forum: Oolite-Linux
- Topic: [Solved] analog joystick dead zone
- Replies: 11
- Views: 22389
- Wed Jan 09, 2013 9:23 pm
- Forum: Testing and Bug reports
- Topic: Joystick issues & feature request [+Patch]
- Replies: 2
- Views: 2483
Re: Joystick issues & feature request
Finally got oolite to compile. Patch against 0.76.1 here http://cyberiantiger.org/oolite/oolite-joystick.patch It's a bit rough in places, Objective C isn't my primary, secondary or tertiary programming language :) Edit: I need to fix tab damage, forgot to change my editor settings to match your tab...
- Wed Jan 09, 2013 4:46 pm
- Forum: Testing and Bug reports
- Topic: Joystick issues & feature request [+Patch]
- Replies: 2
- Views: 2483
Joystick issues & feature request [+Patch]
Hi, It's been awhile since I've played oolite, but I've managed to aquire a joystick (Microsoft sidewinder precision pro / gameport). I'm having an issue that the game ignores the joystick if it is deflected < 5%. (STICK_DEADZONE in ./src/Core/OOJoystickManager.h:105-109) 0 Ignoring the fact that th...
- Fri Apr 25, 2008 6:45 pm
- Forum: Discussion
- Topic: Got m'Tiger!
- Replies: 23
- Views: 7089
- Fri Mar 28, 2008 10:47 am
- Forum: Discussion
- Topic: Got m'Tiger!
- Replies: 23
- Views: 7089
I’m having a hard time reconciling “cheetah” and “specialised in cargo hauling” here. :-) Basically imagine what happens if you stripped down a Boa Cruiser to nothing but minimal manuvering thrusters and a rear laser, then went about strapping 8 massive engines onto the back. It's called a Cheetah ...
- Thu Mar 27, 2008 9:52 pm
- Forum: Discussion
- Topic: Got m'Tiger!
- Replies: 23
- Views: 7089
There's a python based obj2dat converter in trunk/tools/meshConverters/ so as long as you can export to obj, you're safe - unless you really enjoy rewriting a converter... :) I managed to get it working this time around, I use blender 3d for my modeling, the converter script can't quite handle the ...
- Thu Mar 27, 2008 7:16 pm
- Forum: Discussion
- Topic: Got m'Tiger!
- Replies: 23
- Views: 7089
Might make a sequel to the Tiger. the Cheetah. Instead of an all around uber ship I was planning to make it specialised in cargo hauling, so more carrying capacity, faster but much less agile. Of course I was planning to remove the ability to have any weapon on the front / side mountings, and leave ...
- Thu Mar 27, 2008 12:56 am
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
- Thu Mar 27, 2008 12:20 am
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
Alright, progress. Compile SpiderMonkey: cd deps/Cross-platform-deps/SpiderMonkey/js/src/ make -f Makefile.ref rm Linux_All_DBG.OBJ/libjs.so cd ~- Note: you need to delete the shared object to force it to be statically linked, if you dynamically link it on running oolite you'll get an error about a ...
- Wed Mar 26, 2008 10:20 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
- Wed Mar 26, 2008 8:38 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
Warning: Writing from memory, what follows is best to be doublechecked for correcteness. Anyway: For Linux you must use Makefile.in to build. Is this what you were using? The file called makefile in the SpiderMonkey folder is Windows specific. The jsautocfg.h is created as part of the build process...
- Wed Mar 26, 2008 3:41 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
I'm currently stuck on the most basic of things anyway - checkout subversion and compile from the source code, seems to be failing because of a missing include in spidermonkey (jsautocfg.h) using the debian install scripts. Can't break things if I can't compile it :) I have a question if any coders ...
- Tue Mar 25, 2008 5:20 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
Your approach sounds more complex than mine. I was just thinking of the easiest way to get it started and sidestepping a load of potential problems, for example: - There's also the issue of someone turning up in an uber ship and being far too powerful - The other players not having the OXP for that...
- Tue Mar 25, 2008 3:24 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
Are you thinking it'll be a case of: start oolite select multiplayer exit witchspace to find it full of other people I guess you do it out of system so there's no station and give everyone a cobra 3, a beam laser and no fuel? cool :) edit - that's not how the list command works on this board then.....
- Tue Mar 25, 2008 1:51 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11809
oolite-multiplayer
I don't have enough free time for this, but I'll do my best to write a multi player patch for the game. I'm not planning on adding any new features to the game in the process, I'm just going to take the physics engine split it into a client and server version, and write the appropriate networking co...