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Input_System_Tweaking
Describes configuration variables for changing the input system
AccelerometerIn the default mode, the accelerometer controls movement. You can reassign it to control the camera by setting the cl_accelLook cvar. When controlling movement, tilting the phone away and toward yourself (pitch) will move the player forwards and backwards. Tilting the ends of the phone up and down lengthwise (roll) will move the player side to side (strafe). Neither of these motions will change the orientation of the camera while in this mode. To keep the player in one place, you must hold the phone in a neutral position. By default, the neutral position is tilted 35º away from the viewer. You can adjust this using the in_accelPitchBias cvar. See the section Configuration Variable Reference for details. There is an area around this position, referred to as the "dead zone," so that you can tilt the phone a small amount without moving the player. You can adjust the size of the dead zone, measured as degrees away from the neutral position, using the cl_accelDeadZone cvar. See the section Configuration Variable Reference for details. Once the accelerometer measures rotation outside of the dead zone, it moves the player in the direction of the rotation, scaling the amount of movement by the value of the cl_accelScale cvar. Multitouch InterfaceThe touch interface is used in much the same way as mouse movements and clicks on a desktop machine. Mouse click events are generated when you tap the screen. Holding down multiple fingers will trigger secondary mouse clicks. You can assign these clicks to different actions using the in-game menus, or by editing the default.cfg file when building Quake 3 from source. Virtual ButtonsIn the future you will be able to assign regions of the screen to actions. They will be exposed to the input system as joystick buttons. Look here soon for more details. Configuration Variable ReferenceThe following cvars are available for adjusting the behavior of the input system:
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Top work! My only complaint is with the touch interface. The controls are backwards! For example, If I move my finger to the right, my player will look left and viseversa. For me, that makes it hard to play.... Even when i invert the mouse in the game settings it only inverts directions Up and Down, not Left and Right.... Other then that. Well done.
To avoid inverse moving you should to set in /private/var/mobile/Library/Quake3/demoq3/q3config.cfg
seta m_yaw "-0.022" seta m_pitch "-0.022000"
The way carmack did it in the wolfenstein 3D port was really nice (two virtual joysticks on the screen, essentially). I am personally not a fan of the accelerometer for precise control. It might be useful as a firing mechanism, however.
Best control for movement and look: Space Trader Moon Madnesss. Right analog is a minitouch. Analog touch and tilt bad ideas, very bad ideas.
Dual virtual joysticks so no tilt and would be perfect!!
hack volume buttons to shoot. then use dual virtual joysticks to look and move. Anyway tilt IS A BAD IDEA.
Great project (as far as I can judge;-)
There are several videos of iphone-Q3 around on youtube. This one for example: http://www.youtube.com/watch?v=g64n3DylJfQ Is this your port?
For input/controls: I like the one used in "cube": http://www.fernlightning.com/doku.php?id=iphone:cube:start
Oh, and another project that might be interesting for you is Symbian-Q3: http://www.symbian-freak.com/forum/viewtopic.php?t=28906
Is there anything I can do to help?? I cant program software.... But there may be something to help with, no?
Also... Dual joy stick interface with be excellent!!