[Released] TrackIR for Garry's mod

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Lapin
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Joined: Thu Jul 11, 2013 4:30 am
Location: France
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[Released] TrackIR for Garry's mod

Post by Lapin » Tue Dec 30, 2014 6:36 am

Greetings, it's been a long time , last year (in October) we had the TrackIR api ,we worked on it from October (2013) to February (2014), in February our HDD's Dedicated server has burnt (That's what OVH said :V )

At the start (December to February) we tried to make a 100% c++ module but the Source Engine is glitchy so with a higher language level (and with hooks, plus : importing that into gmod without making a module is VAC-Bannable, so i dediced to make an Glua API) it was easier .


Anyway, few days ago i started working back on it from scratch (because we forgot this project for months :p )

Here we are, we are ready to release it, it's a Lua api with an lua code exemple. (3DOF control, not X Y Z for the moment)

For the moment, here is the Git Repo with the Lua code but without the module (we need to make more tests on it)

There is also a kind of api guide with how to use the lua functions.


Here is how it looks

https://www.youtube.com/watch?v=eDacT63WSU4

Links :

The Git repo : https://github.com/ExtReMLapin/TrackIR
The facepunch (the officials forums, i'll make a thread soon, with a nice video introducing the FPS and vehicle gameplay) post : http://facepunch.com/showthread.php?t=1 ... st46820913
(i think you need an account to see this, not sure)
Last edited by Lapin on Sat Jan 03, 2015 9:17 am, edited 1 time in total.

Lapin
Posts: 16
Joined: Thu Jul 11, 2013 4:30 am
Location: France
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Re: [WIP] TrackIR for Garry's mod

Post by Lapin » Tue Dec 30, 2014 12:51 pm

Update : https://www.youtube.com/watch?v=8XlZoIyXsnU :geek:


Still working on it the binary module is ready to be deployed but the Lua part is not finished, there is some bugs (addon conflict) with WAC (Aircraft addon (in ArmA, piloting without TrackIR is not really easy :p ))

Lapin
Posts: 16
Joined: Thu Jul 11, 2013 4:30 am
Location: France
Contact:

Re: [WIP] TrackIR for Garry's mod

Post by Lapin » Wed Dec 31, 2014 9:41 am


MikeWitham
NaturalPoint Employee
NaturalPoint Employee
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Joined: Mon Nov 04, 2013 10:19 am

Re: [WIP] TrackIR for Garry's mod

Post by MikeWitham » Wed Dec 31, 2014 11:50 am

Lapin,

Thanks for putting in the work. I can't wait to play around with this and see how it does.

Regards,
Mike Witham
TrackIR Product Manager

Lapin
Posts: 16
Joined: Thu Jul 11, 2013 4:30 am
Location: France
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Re: [Released] TrackIR for Garry's mod

Post by Lapin » Mon Jan 12, 2015 4:03 pm

Still working on it, i added a <Arma-Like> leaning system (First and 3rd person support, because only 1st person support would be called cheating :p)

https://www.youtube.com/watch?v=7S_Ea0jgDCA
(This is a mirror)

MikeWitham
NaturalPoint Employee
NaturalPoint Employee
Posts: 1477
Joined: Mon Nov 04, 2013 10:19 am

Re: [Released] TrackIR for Garry's mod

Post by MikeWitham » Mon Jan 12, 2015 5:29 pm

Lapin,

Looks like you are making some good progress. Can't wait to play around with the finished product!

Regards,
Mike Witham
TrackIR Product Manager

Lapin
Posts: 16
Joined: Thu Jul 11, 2013 4:30 am
Location: France
Contact:

Re: [Released] TrackIR for Garry's mod

Post by Lapin » Tue Dec 08, 2015 4:46 pm

Changelog since last post :


===Lua API===
=Improved code structure
=Improved overall performance
=Improved Multiplayer support
+Added Spin rotation (3rd person(ArmA-like))
+Added Rotation matrix for first person
=Improved multiplayer performance

===C++ API===
=Cleaned code and useless function calls
+Added build date on the MOTD
+Added TrackIR_Status()
+Added TrackIR_LostFrames()
⇗Now compiled with Intel C++ Compiler with optimized headers (No SSE4.2 Asm instruction, we don't need them anyway)


Also fixed some typos.

Available here

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