How the heck did you get it to work at all!
The point is that with a combo of joystick, keyboard and mouse, the things you can do become limitless!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- From: "Andy" <[EMAIL PROTECTED]> To: "Mark BurningHawk" <[EMAIL PROTECTED]>; "AGRIP User and Developer discussion list" <[email protected]>
Sent: Thursday, November 02, 2006 1:18 PM
Subject: Re: [AGRIP-discuss] Joystick support?


Doing the joystick thing is gonna be nearly impossible. After I read the
ZQuake manual and found nothing about joysticks in it I decided to try
mapping the different functions to existing key bindings. I think that
actions that require a single key press such as switching weapons are
possible. As far as movement goes, so far, I've only tried to map the x-axis (moving the joystick from side to side) to the keys for strafing since it is
one of the hardest things to get done. Unfortunately, the game doesn't act
as if the alt key is pressed down which makes one turn instead of strafe.
Other things may be possible, such as continuous turning by mapping the
joystick's twisting motion to the arrow keys. But without Strafing and
running, which require modifiers (alt and shift respectively), what's the
point of mapping a whole bunch of stuff if one has to go back to the
keyboard?

BAT

----- Original Message ----- From: "Mark BurningHawk" <[EMAIL PROTECTED]>
To: "Ken the Crazy" <[EMAIL PROTECTED]>; "AGRIP User and Developer
discussion list" <[email protected]>
Sent: Thursday, November 02, 2006 11:19
Subject: Re: [AGRIP-discuss] Joystick support?


I too am coming up against the limits of what you can do with key bindings.
As it is right now each hand controls eight or nine keys in a roughly
telephone-keypad type arrangement centered around navigational keys or fire control keys. I don't see how it can get much faster than this while using the keyboard, and I would actually buy a USB joystick or game controller if
it was supported.  As in my last post, continuous turning with the arrow
keys would go a long way toward making game play more fluid.  Anyone
interested in comparing key bindings and different strategies for rapidly
accessing weapons and motion/direction changes, I"d be happy to.
Keep herding nerfs.  Nerfi?  Nerf?  Hmmm.

----- Original Message ----- From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "AGRIP User and Developer discussion list"
<[email protected]>
Sent: Wednesday, November 01, 2006 10:55 PM
Subject: Re: [AGRIP-discuss] Joystick support?


I tried using a joystick and a mouse but I can't get neither to work. This
business about sighted people having advantage because they can use a
mouse--well, either the blind AQ community needs to learn to use one or we
need to gain some advantages over the sighted to make it fair, because soon
we will be playing against them I have no doubt.  Personally, I would love
to see mouse and joystick support.  With just a few more navigational cues
we could really make it work--and anywhere you read about Quake people
laugh at anyone who uses a keyboard to play.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- From: "Andy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, November 01, 2006 9:45 AM
Subject: [AGRIP-discuss] Joystick support?


Hi,

Is there joystick support in the ZQuake engine or will i need to map
everything? I just got one for free and I'd like to try it out. Has
anyone
use a joystick in the game before?

BAT

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