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H1Z1 ST  (Read 4581 times)

Offline Ceejzor

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Re: H1Z1 ST
« Reply #30 on: 01:55 PM - 07/06/18 »
Nope

Offline b00st_g0d

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Re: H1Z1 ST
« Reply #31 on: 10:19 PM - 07/10/18 »
I have something. No need to re purpose a ST.

I'll be checking pubg and overwatch next. If the look mechanic in these games hasn't changed then support for h1z1 should come sooner rather than later.

Any progress on this, good or bad?

Offline mist4fun

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Re: H1Z1 ST
« Reply #32 on: 08:27 AM - 07/11/18 »
Yes. I'll send this over today but I don't publish STs so I can't provide an ETA.
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Offline Statik_Kill

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Re: H1Z1 ST
« Reply #33 on: 04:57 PM - 07/11/18 »
Yes. I'll send this over today but I don't publish STs so I can't provide an ETA.

Thanks, how did you pull it off? I didnít think making an ST was possible for this game given that you need 12 or so hours and uninterruption to create it?

Offline mist4fun

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Re: H1Z1 ST
« Reply #34 on: 05:47 PM - 07/11/18 »
I'm having second thoughts on it and may go another route to make support more practical. I'm working on something else at the moment so I'll need to run through the idea tomorrow.
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Offline Statik_Kill

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Re: H1Z1 ST
« Reply #35 on: 06:15 PM - 07/11/18 »
I'm having second thoughts on it and may go another route to make support more practical. I'm working on something else at the moment so I'll need to run through the idea tomorrow.

Would that be for all future STs? Or just this one?

Offline MRog40

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Re: H1Z1 ST
« Reply #36 on: 07:39 AM - 07/12/18 »
I'm assuming he means he is going to implement a system that allows him to accurately capture data in BR games that don't allow for multi-hour automated testing time.
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Offline Statik_Kill

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Re: H1Z1 ST
« Reply #37 on: 10:32 AM - 07/12/18 »
We got dead zone adjustments in the new update today

Offline mist4fun

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Re: H1Z1 ST
« Reply #38 on: 12:11 PM - 07/12/18 »
Well, it's a good thing gave this another night. The look mechanic changed today. I'm going to support this using linear instead of exponential ramp. MRog, you gave me the idea so thank you. 0 deadzone actually has micro movement issues so I'll be used the default value of 25%.
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Offline Statik_Kill

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Re: H1Z1 ST
« Reply #39 on: 12:24 PM - 07/12/18 »
Well, it's a good thing gave this another night. The look mechanic changed today. I'm going to support this using linear instead of exponential ramp. MRog, you gave me the idea so thank you. 0 deadzone actually has micro movement issues so I'll be used the default value of 25%.

Ahh so would putting it on 10 or anything cause any issues with the xim?

Offline Statik_Kill

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Re: H1Z1 ST
« Reply #40 on: 12:25 PM - 07/12/18 »
I also heard a streamer say the aim feels more crisp this update. Not sure if itís placebo or not. His dead zone was default at 25% in the settings

Offline mist4fun

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Re: H1Z1 ST
« Reply #41 on: 01:15 PM - 07/12/18 »
The ST will expect 25% deadzone. Using a lower deadzone will give you an accelerated feeling, using a higher deadzone will add a deadzone to your config. I recommend using the settings from the settings page when they are listed there then make adjustments to your config rather than in-game settings.
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Offline Jister

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Re: H1Z1 ST
« Reply #42 on: 01:21 PM - 07/12/18 »
I have no update [email protected]#$%

Offline mist4fun

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Re: H1Z1 ST
« Reply #43 on: 08:08 AM - 07/13/18 »
Support is out.

For setting requirements see: http://xim.tech/settings

To manually download this update, open XIM Manager and go to menu->globals then force a library update. PC users may need to run XIM Manager as administrator.

Oh, one thing, because linear was used the turn speed notification light is not accurate and can be ignored.
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Offline MRog40

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Re: H1Z1 ST
« Reply #44 on: 01:06 PM - 07/13/18 »
Oh, one thing, because linear was used the turn speed notification light is not accurate and can be ignored.
Why is this the case? If it flashes red on full stick output, why would it be any different due to the translator you made?
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