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[INFO] Generic Configurations - Deadzone Shapes  (Read 1217 times)

Offline Nafrayu

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[INFO] Generic Configurations - Deadzone Shapes
« on: 01:57 PM - 03/03/20 »
So it turns out that the different generic configs have different deadzone shapes - i couldn't find any info though... so i kinda had to figure them out on my own.

Anyways here they are: (Please note that these are super exaggerated so that they are easier to see)


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Re: [INFO] Generic Configurations - Deadzone Shapes
« Reply #1 on: 03:45 PM - 03/03/20 »
Interesting. I wouldn't think Gamma, Delta and Epsilon are correct, but that looks like data points have been plotted. How did you map them?

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Offline Nafrayu

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Re: [INFO] Generic Configurations - Deadzone Shapes
« Reply #2 on: 05:11 PM - 03/05/20 »
Interesting. I wouldn't think Gamma, Delta and Epsilon are correct, but that looks like data points have been plotted. How did you map them?

yea, these are plotted, i wrote an app using love2d to do this

i created a ballistic curve that exaggerates all movement, to make the deadzone more visible:



then i wiggled my mouse in a circle to reveal the deadzone:


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Re: [INFO] Generic Configurations - Deadzone Shapes
« Reply #3 on: 05:14 PM - 03/05/20 »
That's amazeballs! I wonder if mist can verify that these DZs are correct, those are some crazy shapes.

Can it be used to map a game's deadzone using a controller?

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Offline ceebs

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Re: [INFO] Generic Configurations - Deadzone Shapes
« Reply #4 on: 03:55 AM - 03/06/20 »
This is really impressive work, Nafrayu. TFS.

Mist or OBsIV, can you confirm that OP's findings are correct? Knowledge of the generic STs deadzone shape would be really useful when creating or troubleshooting an ST for an unsupported game.

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Offline DedKat

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Re: [INFO] Generic Configurations - Deadzone Shapes
« Reply #5 on: 04:47 PM - 09/20/20 »
Does anyone know the Deadzone shape for Zeta?


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