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Started by Toasty833 - Last post by Toasty833

I've made a change to the OpenVR2Key program and now it will hold down the mouse click while the button is being held down on the controller. I'll attach the updated version.
Works great now. Had no problems using it in Blue Estate (which needs a continuous reload for the shotgun, probably one of the only games that do). It occasionally seemed to send a left click instead of a right click in M2 emulator, but I'm pretty sure that's an issue with the emulator or the game rather than OpenVR2Key, I've had similar issues before when trying to spam, and I can get similar behavior with a mouse by going too fast between left and right click. Still, got me through a full run of VC2 with very little issue, which is something I haven't been able to do in a while.

So it seems that Virtual Desktop will save the size and distance settings but when you start it again the rotation and position will be out depending on where the headset is in space.

The only thing I can think of at the moment would be to intercept the openvr_api.dll that is in the program folder and send a saved set of rotation/position co-ords to the virtual desktop exe when the program first starts up. And then it will need to resume normally after that.

I think it's possible but will take some time to work out. Also it will need for a position to be captured while setting it up that can be used to replay via dll as it will be specific to your lighthouse setup / monitor position.
Yeah, seems like a pain. I find recalibrating VD to not take that long, 2 or 3 attempts get it close enough across most of the screen. Setting up the screen dimensions is the fiddly part, and at least that saves. In my mind the way to do it would be to have something like OpenVR Input Emulator fix the headset position in space to a preset location (with maybe fine adjustment to dial in calibration), click the recenter button on the program to set the screen angle and spacing, and then cancel the headset position so it goes back to the actual one. I imagine if you did it while wearing the headset you'd want to throw up, though.

By the way, I also found while searching there is another virtual desktop type app called Desktop+ , it's free on Steam and is also on github with source code.

But I think maybe it's not going to be as good as VD.
I gave it a try and the tracking latency seems halfway between VM and VD, but the problem with it is that when the headset goes to sleep after 20 seconds it stops letting a controller act as a mouse, so it's no good. I think it also interferes with OpenVR2Key because it's part of the dashboard and OVR2K is blocked there (although I think older builds didn't have this functionality).


I've also noticed that when a tracker is set up as a controller, the pin for the touchpad button doesn't seem to do anything. Which means I've got to use the menu button instead, which is another point against vive mouse because it uses that input to disable the cursor. Not a huge number of games need more than 2 buttons, but it's a point of consideration.

Started by Toasty833 - Last post by greymatr

Ah, maybe I didn't make it clear, I was talking about Virtual Desktop when it came to remapping, it has a bindings page. OpenVR2Key works fine with my Vive controller/tracker even on the newest release.
I think I just got confused and I saw the author of OpenVR2Key say he didn't have a vive anymore only index so it made sense.

But this is pretty handy anyway. The only issue is there's no repeating function which I think is a limitation of the program to begin with, if you hold a button down it only sends the input once, which means it's not very useful for games with machine guns.
I've made a change to the OpenVR2Key program and now it will hold down the mouse click while the button is being held down on the controller. I'll attach the updated version.

If it were possible to get Virtual Desktop to remember the last window position to essentially save the calibration, it'd just be superior.
I tried out Virtual Desktop, I had used it on the Quest but didn't realise it was a different app on PC. So I can see how you align it to the screen, moving it's rotation and position and then changing size and distance.

So it seems that Virtual Desktop will save the size and distance settings but when you start it again the rotation and position will be out depending on where the headset is in space.

The only thing I can think of at the moment would be to intercept the openvr_api.dll that is in the program folder and send a saved set of rotation/position co-ords to the virtual desktop exe when the program first starts up. And then it will need to resume normally after that.

I think it's possible but will take some time to work out. Also it will need for a position to be captured while setting it up that can be used to replay via dll as it will be specific to your lighthouse setup / monitor position.

By the way, I also found while searching there is another virtual desktop type app called Desktop+ , it's free on Steam and is also on github with source code.

But I think maybe it's not going to be as good as VD.

3   Main Forum / Re: Power button for Dell Optiplex 3020on Today at 12:14:07 am

Started by Bloodta - Last post by Bloodta

I do have the ultra small form factor optiplex 3020 if that matters.

4   Driving & Racing Cabinets / Re: FFB Arcade Pluginon Yesterday at 10:37:42 pm

Started by Boomslang - Last post by PL1

Specifically what did you change from auto to windows in mame.ini?
Change this . . .
Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    auto

. . . to this.
Code: [Select]
#
# OSD OUTPUT OPTIONS
#
output                    windows


Scott

5   Driving & Racing Cabinets / Re: FFB Arcade Pluginon Yesterday at 08:37:55 pm

Started by Boomslang - Last post by Super-Becker

Just an update on this particular problem

I re downloaded both mame and FFB plugin. Then changed the mame.ini file to say Windows instead of auto. And everything is PERFECT!


I hadn't seen your post. I believe we are talking about the same problem. Specifically what did you change from auto to windows in mame.ini? I didn't understand.

Started by Ond - Last post by Ond

Back box panel insert completed:


Little spidey speaker grill:


Working on the rest of the back box today.

7   Everything Else / Re: So ... 3d Printers....on Yesterday at 08:06:20 pm

Started by Howard_Casto - Last post by Ond

Thanks for the info Randy, I ended buying the Creality V3 KE. My discount to myself was generous  :lol

Reprinted a few parts for my project with some improvements.  I'm happy with the results:

Started by saint - Last post by Ond

vk

Started by ThatOneSeong - Last post by ThatOneSeong

Now it works perfectly, thank you very much, now I will continue testing things, this is a great project with more memory, more processor and a world of functions that can be added like the analog ones  :lol

Do you happen to have any documentation on how you performed this? I have the Xbox version and was looking to do this same thing. are you able to keep the functionality of all the buttons?

-Thanks
You mean modding a Top Shot Elite? It's not very hard. I made a basic adapter plate to fit a Pico (w/ headers) where the original's mainboard sat in. The back analog stick and buttons will work just fine--but if you're using a 3D printable mount for the camera to fit at the front barrel, then you'll have to remove the original front buttons/right stick board to make room.

I could be horribly wrong on that last part, but it's what I had to do (and I've found my front buttons board was super finicky and wasn't cooperating - plus most RP2040 boards only has enough pins to support one stick anyways).

Started by ThatOneSeong - Last post by ThatOneSeong

Is there any known reason the IR camera in a Top Shot wouldn't work?
Because it's not the same camera at all and wouldn't be compatible? Unless you have proof of it being the same Pixart sensor.
Would be really nice if it was compatible! But that's not how it works.
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