this sort of thing was never readily implimented in the oroginal quake, however, the gravis control pad might do this. i remember it had a set file for the original quake so you could control it, maybe the same is true of the force feedback, though as far as i know it would be quite hard to actually get working if it didn't contain this file. the other problem with using a control pad is assigning all the buttons, with old games like quake, as far as i know you have to assign them through the controler interface for the pad, and that's usually very very visual. also, there is the problem of limited buttons, with our current mods for example, theres simply no way we could include all of the force and lightsaber functions etc on to the pad. dunno if this hhelps, but i do agree though it would defenitly be something to look in too, just quite hard to get it working i think.
cheers
edd.
----- Original Message ----- From: "Michael G." <[EMAIL PROTECTED]> To: "AGRIP User and Developer discussion list" <[email protected]>
Sent: Monday, May 15, 2006 2:35 AM
Subject: [AGRIP-discuss] Something I've been thinking about...


Hi Guys,

I've been thinking about something lately. I've been reading articles pertaining to the new consoles that are coming out by Sony and Nintendo and there's been a lot of talk about their new controllers that utilize force feedback, rumble, and that sort of thing. The Nintendo controller even features built-in sound. I thought that was pretty cool. The controller actually has it's own built-in speaker. Reading this got me to thinking if it'd be possible to take advantage of a PC force feedback controller for Quake? I think this would be ideal for helping to more readily identify objects such as doors, weapons, and other things. The combination of sound and touch would greatly enhance a blind person's ability to navigate through a 3d environment and get a better mental picture as well. Do you think it would be possible to get such a controller to work with this version of Quake?

Michael

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