Author Topic: Thumbstick movement now has to be more precise to register movement.  (Read 3089 times)

Offline MouldyK

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I was going to put this on the Mantis, but I figured more people will see it here and can comment on if they are finding it harder or not.


Because of the addition of angle shots being available, it makes moving a bit harder with the left thumbstick of the Xbox Controller. While it is still playable, in boss battles or battles which require a lot of movement, this may cause a problem.


I don't know how this can be fixed, if at all, but it can be a problem sometimes and would like people's feedbacks and ideas on if they have tried it out with a thumbstick and how they are finding it.

Offline x4000

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #1 on: January 10, 2013, 05:58:14 pm »
Just adjust the sensitivity and you should be good to go. It's something you can do right in the game, and it's something that will vary even within the same model of controller just based on wear and tear. In the other thread that's what someone was referring to as "deadzone."
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Offline Pepisolo

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #2 on: January 10, 2013, 06:48:54 pm »
Was interested in this problem, so remapped my controls to test it. You're right things did feel very clunky using the default Axis Noise Cancelling setup. However, setting the Axis Noise Cancelling on the up and down controls to the maximum of 0.75 seems to have vastly improved the situation (although down diagonal shooting isn't yet in this build). Test it out to see if it improves your problem. If so, maybe the default settings should be set this way to compensate for the new control scheme. Gonna test some more for a bit.

Offline x4000

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #3 on: January 10, 2013, 06:50:14 pm »
I could always up the default noise canceling, yeah.  That might be a good safe thing.
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Offline maaltan

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #4 on: January 11, 2013, 10:03:37 pm »
I could always up the default noise canceling, yeah.  That might be a good safe thing.

In my other thread, i attached a unity project that should display the raw input of the stick.  on my machine it displays a full floating point range between -1 and 1 even though i have dead set to .999 

http://www.arcengames.com/forums/index.php/topic,12267.msg133777.html#msg133777

if "noise canceling" maps to the dead property if the input manager, it is most definitely broken for at least some people.   Then again based on the posts here and elsewhere it obviously DOES work for others.

Pepisolo:   Are you using a xbox360 controller?  wireless with the official MS dongle for windows?

Offline LayZboy

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #5 on: January 11, 2013, 10:47:15 pm »
Does it work properly in the menu's yet?

Offline yllamana

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #6 on: January 12, 2013, 07:12:22 am »
I found the default controls after this update to be more or less unplayable. My character constantly stops because I have the thumbstick pressed at some miniscule deviation from the horizontal. Changing the Vertical axis (but not the Horizontal) to 0.75 made it playable, but it is still quite awkward and the character does still occasionally stop because of the deviation (especially when I'm on a slope and want to move while firing at an angle).

The axis settings are also pretty well hidden. I had trouble finding them even with this thread as a reference, and would not have known they were there if it hadn't been explicitly stated. Maybe they should be somewhere easier to find? In that huge blank space on the control settings page, for instance.

I can't help but feel the left thumbstick should be movement and the right thumbstick aiming. Not sure what jump would be (RB jump, LT/RT fire, LB tertiary, X ammo, A activate?). Or maybe right thumbstick could just fire whenever you moved it and the other buttons would just be weapon selects. I guess that's getting pretty AVWW 1, though. Alternatively it'd feel much smoother to me if you just moved while aiming on the ground.

Offline Pepisolo

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #7 on: January 12, 2013, 07:48:58 am »
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Are you using a xbox360 controller?  wireless with the official MS dongle for windows?

Yeah. Not sure of the exact version, but it's an old wired x-box 360 pad.

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Does it work properly in the menu's yet?

Actually, I forgot to mention that. In menus the controls were pretty awkward. Very unresponsive.

Interesting looking detective work Maaltan, I'm downloading Unity now to test.
« Last Edit: January 12, 2013, 08:13:08 am by Pepisolo »

Offline mrhanman

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #8 on: January 12, 2013, 10:44:05 am »
I'll say too that my 360 controller doesn't always return to 0, 0.  In other games, I have to set the deadzone to 25-30% to get it where I need it.  I've set Axis Noise Cancelling to max and it doesn't seem to do anything.

Offline Pepisolo

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #9 on: January 12, 2013, 03:29:41 pm »
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In my other thread, i attached a unity project that should display the raw input of the stick.  on my machine it displays a full floating point range between -1 and 1 even though i have dead set to .999

Just tested this on my machine using my wired 360 pad. Not exactly sure what it means, but I'll post my results. When my controller is at rest the reading is 0 for both axis with a range from -1 to 1 when pressed. Dead is set to 0.999. Is there something wrong with the dead setting via input manager...? Hmmm, I'll leave this to the experts I think.

« Last Edit: January 12, 2013, 03:32:41 pm by Pepisolo »

Offline maaltan

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #10 on: January 13, 2013, 12:35:21 am »

Just tested this on my machine using my wired 360 pad. Not exactly sure what it means, but I'll post my results. When my controller is at rest the reading is 0 for both axis with a range from -1 to 1 when pressed. Dead is set to 0.999. Is there something wrong with the dead setting via input manager...? Hmmm, I'll leave this to the experts I think.

(Disclaimer... I'm probably not the expert you were asking for.  Although i am devloper by profession my language is c/c++.  I have approximately 20 minuites exp in unity and you saw the results.  Also I'm sure avww is a beast that only uses unity  to ride upon.)

First,  to make sure this is a valid test make sure you are using the 3ish version and not the 4.0 they are pushing with the big pretty links.   I believe this is the version awww is using (inferred from a previous changelog that said they had to  rollback away from 4  for now due to irreconcilable issues )

Second, by the unity documentation,  i would expect the stick to read zero almost anywhere in its range.  If I'm understanding you right it sounds like you have a one in a million  controller that is always perfectly centered.  Since  you appear to be seeing the full range of numbers between -1 and 1 i have to conclude that you are seeing the broken behavior Iam,  but your controller is so tuned it doesn't matter.

Offline Pepisolo

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #11 on: January 13, 2013, 10:23:19 am »
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First,  to make sure this is a valid test make sure you are using the 3ish version and not the 4.0 they are pushing with the big pretty links.

I was using 4. Re-tested using 3.5.7 and I get the exact same results.

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If I'm understanding you right it sounds like you have a one in a million  controller that is always perfectly centered.

It does center exactly on 0. Maybe the pad's just well built.

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Since  you appear to be seeing the full range of numbers between -1 and 1 i have to conclude that you are seeing the broken behavior Iam

If true, then it's over to the developers I guess.

Offline keith.lamothe

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #12 on: January 13, 2013, 02:12:49 pm »
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First,  to make sure this is a valid test make sure you are using the 3ish version and not the 4.0 they are pushing with the big pretty links.

I was using 4. Re-tested using 3.5.7 and I get the exact same results.
I believe Valley2 uses 3.3.0f4.  We tried later 3.x versions but they broke some stuff we use (I forget what, it's been a while).  4.0 fixed those bugs but made runtime asset loading extremely slow (10x to 100x slower) on a significant subset of machines, and we use runtime loading for almost all the graphical assets.
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Offline Pepisolo

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #13 on: January 14, 2013, 08:49:06 am »
Tried testing on 3.3.0f4, but this broke the test project that Maaltan made. Specifically the scene. If I get time I'll try and work out how to set it again. Not really my area of expertise this, though. I only really know Inform7 programming (text adventure).

Offline Pepisolo

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Re: Thumbstick movement now has to be more precise to register movement.
« Reply #14 on: January 15, 2013, 11:21:13 am »
Tested on 3.3.0f4. Same results, not sure what it means. I also did a little looking around the Unity forums and came across this thread which seems to have some links to information on the subject of controllers (direct vs raw probably not important).

http://forum.unity3d.com/threads/131603-Why-RawInput-and-Not-Direct-Input-Any-advice

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the latest version of cInput2 allows you to callibrate your joysticks.

The callibration works like this. click on callibrate (or use the function if you make your own menu),then cInput will ask you to leave your controller at the 'rest' position and click on ok.

I like the sounds of this. Any chance of being able to allow the user to set their own calibration or something?