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XIM3 DeadZoner  (Read 17695 times)

Offline mist4fun

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Re: XIM3 DeadZoner
« Reply #15 on: 12:52 PM - 10/07/11 »
Haha. Also a good app, I like the alt tab fix. :)
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Offline kodek64

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Re: XIM3 DeadZoner
« Reply #16 on: 12:53 PM - 10/07/11 »
Haha. Also a good app, I like the alt tab fix. :)

I should post that app as well, but I've been working on some changes and I want to get those working before I do anything else :P
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Offline dmxwyrw

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Re: XIM3 DeadZoner
« Reply #17 on: 06:21 PM - 10/07/11 »
How about hold shift for 2X movment with wasd? :)

Offline Fatal 0Efx

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Re: XIM3 DeadZoner
« Reply #18 on: 06:31 PM - 10/07/11 »
So back to my topic...

It may help to know the game I was trying to configure was RAGE.  Mist helped in another thread and he came up with his own config.  It was determined this game has neither a circle nor a square DZ but something in between.  Apparently this game is wonky like that! 

All I know is when I use a circle DZ, I get *fairly* smooth circles when moving at slow minute patterns, but if I try to make quick circles, I see a square on screen.  If I make long sweeping diagonal movements, I get somewhat of an lightning bolt pattern.

If I change to square DZ, then my circular movements result in a diamond shape on screen.  I haven't done much any other testing with a square DZ because its immediate effects felt absolutely wrong.


All in all though, with regards to this application itself.  I admit, it's still somewhat confusing.  It would be nice to have a nice, thorough, and simple guide to follow to help identify deadzones.  The wizard helped tremendously, but outside of that function I can't figure out how to properly use it. 

Simply putting dots on the screen is somewhat hard to do at exact locations as well and I don't find much use of the zoom functionality.  It just causes the screen to zoom out of the control space.  I expected zoom to actually help fine tune my mousing as if it would in a paint program.  E.g. the higher I zoom in, the more fine tuned/granular my mouse movements become, helping me target more specific coordinates. 

All in all it is a very nice app so thanks for writing it!

Offline toysrme

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Re: XIM3 DeadZoner
« Reply #19 on: 09:20 PM - 10/07/11 »
that would be incorrect.
he has no movement on X axis
he has no movement on Y axis
he HAS movement diagonal
this is because in square / rectangular deadzone games the distance to the corners of the deadzone are larger. diagonal movement winds up being additive to each other and faster than single axis movement.

this is why the diagonal dampening feature was added to XIM-2 during it's development and was the second most important feature XIM-2 had over XIM-1 as it allowed much more accurate movements in the 35-50* diagonal ranges. the movement was more restrained and wouldn't just go jetting off too quickly on diagonal movements.




which brings us back to my previous point. he described his situation correctly and it needs the square deadzone setting, or he described it incorrectly and it should use the circular setting.
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Offline kodek64

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Re: XIM3 DeadZoner
« Reply #20 on: 11:31 PM - 10/07/11 »
I'm not going to argue. He already said a circular dead zone worked for him. Let's leave it at that.


Let's keep the rest of the thread relevant to the XIM App and support for it. :)
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Offline toysrme

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Re: XIM3 DeadZoner
« Reply #21 on: 02:56 AM - 10/08/11 »
:o so what part of answering the guys @#$% question about the XIM app at hand was not relevant to the thread he posted it in

that... could not have BEEN any more germaine to the conversation at hand ::)
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Offline OMGsus

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Re: XIM3 DeadZoner
« Reply #22 on: 06:11 AM - 10/08/11 »
Still not quite. The circle dead zone compensation jaggedness has to do with the way we handle radials. I'll talk to OBsIV about it. It's an old issue from the xim1 days that nobody really brought up.

For square, try using a negative diag dampen.

Oh, and keep it civil.

Offline Fatal 0Efx

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Re: XIM3 DeadZoner
« Reply #23 on: 05:34 PM - 10/08/11 »
Maybe it's my fault that I overloaded this thread.   My apologies guys.  All in all, what is the correct way to use this tool?  Is there an indepth guide created for this?  Keep in mind, we're all not as intimate with XIM as some of you may be.  A lot is taken for granted with these posts.

Offline kodek64

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Re: XIM3 DeadZoner
« Reply #24 on: 06:04 PM - 10/08/11 »
Maybe it's my fault that I overloaded this thread.   My apologies guys.  All in all, what is the correct way to use this tool?  Is there an indepth guide created for this?  Keep in mind, we're all not as intimate with XIM as some of you may be.  A lot is taken for granted with these posts.

It's fine. I didn't really expect the app to be "hard" to use, as the concept of it is pretty simple. I believe the problem is that many people are assuming the app will help them make an entire standard config, whereas the app's only job is to find the size and shape of a game's dead zone.

Here are some tips to use my app efficiently:

 - Start out by using the DZ wizard on angles 0 and 90. This will give you two values that will greatly help you find the size of the dead zone. Hopefully, the values will be the same (as in your case), in which case you can be pretty sure that this is going to be the value you'll be inputting into your config.
 - Find extra points to find the shape of the dead zone. You can do this by using the DZ wizard on diagonals, such as angles 45, 135, etc.., or you can move the stick manually, then use the W/A/S/D keys for fine movement until you find the point where the game's screen is barely moving again. After finding a few points, you will end up with a square dead zone, a circular dead zone, or (in some cases) something else.

You should also pick one of your previously found values, and tell the app to spin the stick at that distance around its center point. This will help you find out if your dead zone value is bounded by that circular dead zone. If you find that no movement is made in some angles of the circle, then it means that the dead zone in-game is bigger than the circular dead zone you're emulating, and you will want to adjust for it, or try a different dead zone shape.

Hope this helps!
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Offline OBsIV

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Re: XIM3 DeadZoner
« Reply #25 on: 06:33 PM - 10/08/11 »
I didn't really expect the app to be "hard" to use, as the concept of it is pretty simple.

Well, I can tell you that I *love* this app! In fact, I tossed my version of XIMDeadZoner for this one since it's so much better. :)
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Offline kodek64

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Re: XIM3 DeadZoner
« Reply #26 on: 07:14 PM - 10/08/11 »
I didn't really expect the app to be "hard" to use, as the concept of it is pretty simple.

Well, I can tell you that I *love* this app! In fact, I tossed my version of XIMDeadZoner for this one since it's so much better. :)

Hahah thanks! It means a lot to me that YOU are also finding it useful!

Also, I'm always annoying you with suggestions, so feel free to do the same to me as well! If you find anything that you feel that the app could do better, or a feature that would work well with the app, please let me know :).
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Offline OBsIV

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Re: XIM3 DeadZoner
« Reply #27 on: 09:47 PM - 10/08/11 »
If you find anything that you feel that the app could do better, or a feature that would work well with the app, please let me know :).

I will -- nice job. :)
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Offline conclave

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Re: XIM3 DeadZoner
« Reply #28 on: 09:58 PM - 10/11/11 »
When I'm connected to the XIM 3, the wired controller input is disabled. Is this expected behavior? I have to hit disconnect every time I need to move my guy around in Bad Company 2 on PS3.

Offline kodek64

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Re: XIM3 DeadZoner
« Reply #29 on: 09:59 PM - 10/11/11 »
When I'm connected to the XIM 3, the wired controller input is disabled. Is this expected behavior? I have to hit disconnect every time I need to move my guy around in Bad Company 2 on PS3.

Yup. It's a limitation of the API. Sorry :(.
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