sgtspoon

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Everything posted by sgtspoon

  1. but you don't understand the cirbodyfluidstance! I have my Dobodyfluidents! I helped build parts of the game bundlesofwoods! :D:D:D (ahhh, the old forum filter.. I miss it...)
  2. Booo! (speaking of, is Bloo still around?).. I see GvonPaul's still active! yay! Xoom's head rat? weren't you like 15? lol. that's so awesome! 15 fricking years. I log in and there's still new pm's about keymaps in my inbox, lol. hell, are my keymaps even still relevant? hehe. currently downloading the game. I've stuck my head in now and again over the years since I actually started having a real life again but it's been a few years at least... Happy to see that this still exists.. who'da thunk it after day 1? I was mad at first but then the rats stuck around and actually kept working on it.. so I stuck by them.. and this was a surrogate family for me for many years that I can never express the words for how greatful I am and was for them.
  3. yeah, there's already a button for continuous walk... no need for a macro..
  4. I just finished my Premade mouse and keyboard control files for people to download if they don't have a joystick or want to explore other control options. it is a .zip file, you might need to download [free] Win Zip to open the compressed file. use google. the file is under 100kb and has extensive readme's with a ton of information. if you have any questions, corrections, or comments, feel free to PM me or send me an Email at sgtspoon@comcast.net or post in this thread. you can download them here: http://sgtspoon.blogs.com/sgtspoonskeymaps.zip or as an attachment to this post. [ATTACH]141[/ATTACH] I am currently looking for people to translate these files, this post, and the cfml [i'm not sure if different language versions of ww2ol uses those languages in the cfml code]. please contact me if you want to help spread these to our foreign brothers and sisters in arms. I also have a Keymapper website on which I am begining a massive update [this was the first step] to include tons more useful tools, informations, and tips on getting the most out of your controls in ww2ol: battleground europe. Http://spoon.battlegroundwiki.info I am also looking for help on this also, specifically I am looking for a programmer [must be dedicated, been burnt too many times] who can help create an ultimate keymapper third party program for ww2ol: battleground europe. basically it needs to be able to read and write xml files [cfml files are in a basic xml code] and detect joystick inputs. I have several design ideas and know the inner working of the keymapper as I help develop and test both the keymapper and cfml code lanuage directly with the crs programmer Rickb. [now if only they'll listen to all my suggestions.... lol...] and as usual, I am available to help via PM or email, your keymapping or joystick needs. Cheers and Good Hunting, SgtSpoon
  5. ok, here's what I personally am doing about it. hopefully CRS will finally listen to me and see the light but untill then, I'm working with a friend who's a programmer to create an external companion program to the keymapper that strictly deals with the map keybaord to axis functionality [at least to begin with]. CRS didn't change anything with the actual CFML code or how the game reads it at all. they just redid the keymapper interface which just basically is a way to read/write the cfml files and code. the code can still be written by hand into the file and it's actually very easy to do and use. I have a full tutorial on my website on cfml code, http://spoon.battlegroundwiki.info/cfml1.htm http://spoon.battlegroundwiki.info/cfml2.htm add this to your AIR.cfml or any aircraft cfml that you want it in. just make sure the code lines come between and in that file. it's best to open the cfml files with wordpad. also make sure that the code lines don't come in between any other and tags. if you want any joystick axes actually mapped to them, you can still do that in the keymapper after you add this code... the code you add will simply look like this... {the keyboard key you want for increase} {the keybaord key you want for decrease} {the keyboard key you want to center the trim} now for the other trims, you simply change the function name. for more or less movement, change the values from "1.00" and "-1.00" [1 percent per keypress] to higher numbers like "2.00" and "-2.00" [2 percent per keypress] if you want the smooth movement, ie continuous change the per="keypress" to per="sec". this will switch it over to the value being how much movement for every second you hold down the key that you define for that movement. you'll have to experiment with the values to find what works for you. remember that + means right or up movement of the surface and - means left or down movement of the surface... if you want to use two joystick buttons instead, simply replace the parts with {button number} here's how to set up flaps... {note: I previously had the function name as "flaps", the proper name is "flap control". that's why somepeople couldn't get it to work. my bad, they changed it on me} [key you want to extend flaps] [key you want to retract flaps] [key you want for full retraction of flaps] [key you want for full extention of flaps] same rules as above. this is set to two keys moving the flap at 25 percent per keypress, and also two keys for full extention and retraction. please spread this around. EDIT: blanking out previous axis assignments is simply done by adding the tag . this is used like the clear keymap key, where it would say "no key" in the keymapper. like say you have a joystick trim knob mapped to rudder trim under the ALL keymap for planes but you don't want it on your HE111 keymap. you'd open up the HE111.cfml [whatever it's really named] and under the "Rudder Trim" codeline header you'd add that to "block" the air.cfml axis keymap. also, I've noticed that the game can be a bit twitchy with reading cfml files, this is probably due to the new way that the cfml files are scanned because of the added "keymapping on the fly" while in the game world functionality. I can assure you the cfml code is still perfectly the same, you might have to make sure the cfml file is closed and restart the game for it to work properly. I did all my cfml coding with the game not running, then saved it, then closed the cfml file, then started up ww2ol. it worked just fine everytime i did that, but I noticed if I left the cfml file open or did my changes to the cfml while alt-tabbed, it sometimes caused problems with being read till I restarted the game. same rules as above. this is set to two keys moving the flap at 25 percent s, and also two keys for full extention and retraction. please spread this around. I'm always available to be PM'd for questions and help with the keymap stuff and the best place to find me is by posting in the community support forum as I really don't peruse the other forums besides OT [shudder]...
  6. hehe. I haven't been in game for 2-3 years now and you want me to do/remember what? lol... ok, lemme wrap my head around this... god it's been so long... break it down for me as two seperate things, joystick and keypress as they are two different actions... now what happens when you just use the joystick? does it work correctly? are you saying the joystick aim works ok, but not fine tune enough to aim? this function, it's meant to be used with a mouse, a mouse and a joystick function really differently and you are trying to put a joystick style function where it's expecting a mouse type movement and that's causing the problem (if there is one with the JS, I'm confused from your post) (shots in the dark: halfaxis's? why are both axes inverted?) now if it's the keypresses part that's a problem... I'm pretty sure that since there are pretty unique functions (only used for infantry) that when they were coded, they were not at all coded with keeping any sort of the keyboard joystick emulation functions intact.. have you tried keyabsolute? or keydelta per second? it could simply be broken from when it was first programmed when they created the function (or just never put together in the first place).. I'd really have to get into the game and take notes on how those unique infantry axis functions behave and then reverse engineer them and that's several hours of work at least, not counting boning up on my cfml, as well as what changes were made in the last 3 years since my departure... but I'll help... just give me exact descriptions of what's doing what..
  7. go into the mouse software and set those buttons to keystrokes... they might not be assigned to anything in there.. multibutton mice have profiles, just like joysticks do..
  8. could be a ton of things... but even if it IS system related to your particular system, it's most probably not indicative of some deeper underlying problem... sounds like a buffer timing issue or something.. it's been a long time since I had my head under the hood of WWIIonline and joysticks...
  9. right you are sir!
  10. no. it's never going to happen. got the final word on that around 2002-3. reason: "bang for the buck" not enough interest in FFB in general, let alone cause someone (well, enough people really, as it'd have to be way more than just ONE, lol, like ) to only subscribe (pay money monthly!) to the game solely because it offered FFB, at best, anyone who saw it had FFB would go "oh that's neat", not scrabble to get a subscription.. one more thing to cause bugs, eat fps, ect. not just the first time implemented but something could break with it or it cause a break of something else during each patch, dragging the rest of the game's development.. one more thing to take away one of the very, very few coders from doing something else that has a much more wide appeal/attraction to bring more people to subscribe to the game/make the game cooler.. ect.. would it be cool? yup! still, not gonna happen sadly... just relaying what the rats told me directly, many years ago when I worked on the keymapper..
  11. also, the graphic of the flap on the plane doesn't actually show visually the incremental positions looking at it in the game.. you cannot look at the flaps to see what position it is in.. it will only show as "Fully extended" or "fully retracted" looking out at it from the cockpit in the game... but this is only GRAPHICAL it DOES actually affect the flight model in as if the flap were in increments... even if the flap itself looks like it's fully retracted... the animation for the flaps moving to fully extended (or reverse "moving to fully retracted") isn't triggered till the flap is past 50%. so if you set up incremental flaps at 10%... you'll press the "increase flaps button" once and you'll hear the flap move noise but the flap won't move at all looking at it in game BUT the plane will totally react in flight (and takeoff and landing) as if the flaps are 10% engaged. if you press the increase flaps button 3 more times, it'll be at 40% but will still show as "fully retracted". you'll hear three move noises, but no movement of the flap at all BUT the plane with totally react in flight as if you have the flaps 40% engaged. press it one more time, you'll hear the noise but this time the flap animation will trigger and you'll see the flaps on the plane actually move in game. it'll move to the "fully extended" visual representation BUT the flaps will ONLY BE ENGAGED 50%. so everything below 50% flaps will show as "flaps fully retracted", everything above 50% as "Flaps fully extended" and the animation will only trigger once you pass that 50% threshold in either direction. the flap sound will trigger every time you hit either flap increase or decrease button unless the flap has moved as far as it can in that particular direction... meaning, if you have the flaps set to move incrementally at 25% with each keypress and starting at the "fully retracted" flap position. you hit the "increase flaps" button 4 times and each button press, will get a flap movement sound. the 5th "increase flaps" button press won't as 4th button press put the flaps at 100% "fully extended". each button press is 25%. 4 times 25% = 100% so visually, all that looking at the flaps can really tell ya (when using incremental flaps) is if the flap is in one range (0% fully retracted-49% almost halfway) of position or the other (50% halfway-100% full extended) and that's it. don't trust your eyes, lol so what you have to do is keep a mental note of your flap state. count the button presses/sounds... it's a pain in the *** but the rats didn't build the animation, the flight model has the functionality, the game just doesn't have the graphics to depict it... some (or all) planes I think you can look at the controls and gages in cockpit and find the real life flap control and see where it's positioned and it accurately reflects what's going on with the flight model on the control (it'll show as 10% or 25% or whatever engaged). cheers, Spoon
  12. Update by Bloo, December 8, 2008. We have no integrated the functionality of Sgtspoon's keymaps into the game. Due to changes made, these keymaps are now effectively incompatible with the game, please DO NOT USE THEM. If you drop them into your game folders, they will not function correctly. However, they remain a good reference for how you can customize CFML files for your individual preferences. Please refer to the wiki for the future. http://wiki.wwiionline.com/index.php/Keymapper I will unstick this thread now with a hearty salute to Sgtspoon's efforts! ---------------------- I just finished my Premade mouse and keyboard control files for people to download if they don't have a joystick or want to explore other control options. it is a .zip file, you might need to download [free] Win Zip to open the compressed file. use google. the file is under 100kb and has extensive readme's with a ton of information. if you have any questions, corrections, or comments, feel free to PM me or send me an Email at sgtspoon@comcast.net you can download them here: http://sgtspoon.blogs.com/sgtspoonskeymaps.zip or as an attachment to this post. I am currently looking for people to translate these files, this post, and the cfml [i'm not sure if different language versions of ww2ol uses those languages in the cfml code]. please contact me if you want to help spread these to our foreign brothers and sisters in arms. I also have a Keymapper website on which I am begining a massive update [this was the first step] to include tons more useful tools, informations, and tips on getting the most out of your controls in ww2ol: battleground europe. http://spoon.battlegroundwiki.info I am also looking for help on this also, specifically I am looking for a programmer [must be dedicated, been burnt too many times] who can help create an ultimate keymapper third party program for ww2ol: battleground europe. basically it needs to be able to read and write xml files [cfml files are in a basic xml code] and detect joystick inputs. I have several design ideas and know the inner working of the keymapper as I help develop and test both the keymapper and cfml code lanuage directly with the crs programmer Rickb. [now if only they'll listen to all my suggestions.... lol...] and as usual, I am available to help via PM or email, your keymapping or joystick needs. Cheers and Good Hunting, SgtSpoon
  13. as I said, if he's only showing THREE hids as he's stated above and ALL of them are related to the joystick and mouse... it's NOT the HID problem...
  14. the game keymapper doesn't do macros (multiple sequence keyboard/joystick button presses), you'll need either a macro program or a joystick or other controller with macro ability in it's profile software... be sure to time millisecond pauses, so the game can have time to be able to register, some times macro programs can go too fast for a game to register the inputs without them.
  15. yeah, just forgot where the cfml folder was on the mac... my files work for either platform as they are simple xml files that contain values that are read by the game and not used by windows or the mac operating system.
  16. just a note, the hid problem isn't always specifically with a usb keyboard, plantronics headsets and a few other usb devices can install hid drivers that cause the specific conflict of joystick non-detection in ww2ol (but show fine in windows and works in other games). if you are only showing three hid devices and they are all for the joystick and the mouse only, it's definitely not the hid problem. tho if this is on Vista, I can't really give any advice since I haven't installed it yet myself. have you tried simply keymapping it to see if the keymapper reads it? sometimes people forget that the game doesn't automagically detect your joystick and set it up for the game, they jump in and it's not working but never check the keymapper to see if it reads it. the defaults are simply a chosen mapping by the developers that should work with most controllers but sometimes it doesn't and parts or the whole mapping needs to be redone by the player.
  17. you should open up a support ticket (by going to the support faq) or you can email bloo@playnet.com directly. good luck!
  18. thanks so much for the praise! yeah, the only difference between the vista and xp versions is how you access the cfml folder basically (as far as I know as I don't have vista yet) as for the losing the movement ability, that's vista specific but I don't have a clue how to even begin to fix it as it's not anything to do specifically with the cfml at all but a deeper driver or ww2ol bug...
  19. well, my mappings aren't joystick specific at all as the game doesn't care what make and model the joystick is at all.. the game uses joystick numbers.. but I do have plenty of examples and cfmls with both joystick and mouse aiming enabled at the same time.. it's pretty simple to do manually in the cfml... you have your code for a function like "turret traverse".. every thing between those two code lines are mappings for "turret traverse".. every mapping slot is an index number, index="0" is the default so doesn't need to be typed when a mapping is for index="0". if you look at a full cfml file, you'll see that button mappings (keymaps that only take a keystroke and not a joystick axis) have two mapping spaces in the keymapper.. the "primary" collumn is index="0" in the cfml, the secondary collumn is index="1". now axis type keymaps only have one space to map in the keymapper. there's no "primary" or "secondary" keymap as the secondary keymap slot is used for a rudimentary "map axis to the keyboard" function were you use two keyboard keys to try to create a "virtual" (or "keyboard") axis. so index is used in the cfml code to tell the keymapper where to place the keymapping on the screen (1st or 2nd collumn) AND it's also used by the game to define different keymapping "slots" basically so it can tell the difference between the two mappings.. (now with the index's on the "keyboard axis" functions are based on the previous keymapper's keyboard axis screen, so it can get a little confusing there as we now only have these two slots in the keymapper for keyboard axes instead of a whole screen but you don't need to worry about that for this simple exercise at all. just know that primary is index="0" (not typed in the cfml) and the secondary is index="1" (you can actually keep on going and have three or more keys mapped to a function even up to like index 99, each being a keymapping "slot"..) so button type input functions have two mappings in the keymapper but the axis type input functions only have one... BUT.... by manually adding in the code to the cfml, you can have that second mapping (or third, or fourth) simply by adding the index="1" tag. it will not show up in the keymapper as there isn't a space to display it but it'll work just fine in game.. so back to our code example... your joystick mapped to "turret traverse" looks like this in the cfml code.. x a mouse mapping would look like x to have both at the same time, one of the code lines simply has to have the index="1" tag. choose the one you don't care if it shows up in the keymapper (I usually choose the mouse as there's no such thing as "mouse one", "mouse two, lol) so that new code would look like this... x x (if you wanted it to be the joystick on index 1 it'd look like this x) now remember to do that for both traverse and elevate. if you joystick isn't stick one, then put in the number that the keymapper sees it as.. stick="2", stick="3", ect.... (ww2ol can have up to 4 joysticks at any one time, all working in the same crew position in the same vehicle at the same time, plus the mouse, it's buttons, and the keyboard keys and trackir axes as well.) pretty simple, just add the index="1" tag and the code for the mouse or joystick right after the code for what's already mapped and it'll work just fine... good luck and happy hunting!
  20. the function "steering" is only for trucks and armored cars and half tracks... it won't steer tanks at all, tanks are steered via the left/right clutches and brakes only. the use HALF-axes of the same axis, which is why they have a + or - sign at their end (or at least should) as + means right or upper side of the axis and - means left or down side of the axis.. for example: Left clutch = joystick one x-axis-, Right clutch = joystick one x-axis+ you map a half axis by simply following the instructions that pop up when you map ANY axis, you simply hold the plus or minus key then move the axis while mapping, or hold control if you want to invert it... the left/right clutches and brakes are the only place your really ever need to use half axes. tho in the defualt settings they are also used for the gas and center brake but I'd simply move them to the joystick throttle, gas = the throttle, center brake= the throttle inverted. it works out really well that way.
  21. some x-52's had problems with certain mobo chipsets in the begining. (they actually suggested buying a pci usb card as a "fix").. you may want to go into the device driver and double check that your usb slot isn't underpowered for the device and everything's kosher overall by checking your usb hub's properities and look under the power tab... might be a bad contact as suggested and may need repair or replacement but save that as a last resort.. also, try using the NukeUSB program to reset your joystick's calibration and the whole driver/software uninstall/reinstall deal...
  22. yup, this is called "banding" an axis... in the joystick software, you divide up the entire axis throw (as many "zones" that you want tho for two buttons, three is all you need) and then assign keystrokes to those "zones". so when you move the axis into the zone, it produces the keypress... make sure to make a "Center" zone that has no keystroke assigned so you constantly aren't sending a keystroke.... you can put the "start line" of a zone anywhere, real close to center so only a little movement causes the action or close the end of the axis so that larger movements cause the keystroke... you want it to be a "momentary" type keypress tho, so that if you leave the axis, knob, or lever engaged in that direction, it doesn't keep repeating the keystroke infinitely... (if it's an issue at all)...
  23. it's harmless... can't hurt or damage anything at all. I promise you.... all a hid is, is a little memory resident program that assigns a user defined macro or keystroke to a usb devices key or button. for joysticks, it's the profile where you assign a keystroke to a joystick button, same on the mouse, on the keyboard, it'll be a "media key" like "internet", "play", "volume +", "mail", "homepage", ect. it's for it's that simple... if you disable something and discover that you lose functionality of that button on the device, you can simply re-enable it once again the same way you disabled it. you can even just unplug the device and plug it back in, usb is designed to "hotswap" (meaning you can plug into or remove it while the computer is up and running). in fact, that's actually the basis of this bug, there's a slight occational glitch in windows with hotswapping where a ghost hid driver gets installed (a hid without a device or an unneeded second one). it's not some core thing that's gonna cause any problems, I'd be alot more loud about the dangers. since there aren't any at all, I don't even add any disclaimer or warning... in 99% of people doing this, they don't even lose one bit of functionality of any of their devices and those that do, don't lose anything they ever use.. remember, I use "Lose" in a TEMPORARY manner, meaning ONLY AS LONG AS THAT HID IS DISABLED, not gone for good or where you have to reinstall the drivers or programs to get back. it's simply not like that... if you disable a hid and the usb device it's used for stops working partially (like the media keys only, not the regular keyboard keys as we are talking USER defined keys or bluetooth functionality) all you have to do is simply go back into device manager and re-enable that specific hid or simply unpug the usb device and then plug it back in (thus reinstalling and reinitializing it)... so have no fear of this, it's generally the best and easiest (well, least inconvenient) way to "fix" this problem and sometimes, the ONLY way. if you don't lose functionality of something you use, simply leave it disabled. no need to disable then re-enable it each time, which is also something else you can do (disable it only while playing the game)...
  24. great to hear, knew it was probably something simple like that...
  25. I replied to your PM to me with the answer... here's the cleaned up cfml code for anyone else interested... [i]<?xml version='1.0'?> 7 8 numpad 0 3v 4 space 1 2 5page down 6page up slider1 a d POV1w POV1e POV1s POV1n [/i]