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[Released] TrackIR for Garry's mod

Posted: Tue Dec 30, 2014 6:36 am
by Lapin
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

Links :

The Git repo :
The facepunch (the officials forums, i'll make a thread soon, with a nice video introducing the FPS and vehicle gameplay) post : ... st46820913
(i think you need an account to see this, not sure)

Re: [WIP] TrackIR for Garry's mod

Posted: Tue Dec 30, 2014 12:51 pm
by Lapin
Update : :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 ))

Re: [WIP] TrackIR for Garry's mod

Posted: Wed Dec 31, 2014 9:41 am
by Lapin

Re: [WIP] TrackIR for Garry's mod

Posted: Wed Dec 31, 2014 11:50 am
by MikeWitham

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


Re: [Released] TrackIR for Garry's mod

Posted: Mon Jan 12, 2015 4:03 pm
by Lapin
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)
(This is a mirror)

Re: [Released] TrackIR for Garry's mod

Posted: Mon Jan 12, 2015 5:29 pm
by MikeWitham

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


Re: [Released] TrackIR for Garry's mod

Posted: Tue Dec 08, 2015 4:46 pm
by Lapin
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

Re: [Released] TrackIR for Garry's mod

Posted: Tue Jun 18, 2019 3:55 pm
by Lapin
Gmod is getting a x64 build, i updated the repo and it now contains a x64 version of the module.

Re: [Released] TrackIR for Garry's mod

Posted: Sun Jul 14, 2019 6:57 pm
by Jackal
Hello to the moderators and all the members here.
This is my first post there.

@Lapin: hello to you. I happened to find this post and it seemed much interesting.
I'm not an expert in programming - I'd better to admit I know nothing about - but I'm fond of military flight simulations, actually Falcon BMS 4.34 and DCS World, and using TIR 5.
Guessing that adding this mod of yours could be most useful to enhance my flight experience, would you kindly explain to this newbie how to install and set properly it in both those sims above?

Thanks a lot in advance, and with best compliments and regards.