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Force feedback? #22092
01/16/04 00:13
01/16/04 00:13
Joined: Dec 2003
Posts: 112
Kamiomi Offline OP
Member
Kamiomi  Offline OP
Member

Joined: Dec 2003
Posts: 112
I just finished playing the scariest game I've ever played (Fatal Frame II:Crimson Butterfly on PS2), and I must say it was the best use of the Dual Shock controller I've seen - as far as using vibration to set the mood rather than solely to respond to collisions and damage.

I was just wondering if 3DGS supports vibration functions on Joysticks, Controllers, and Mice (Mouses?)?

I got this .dll which is supposed to handle that stuff, but it didn't come with a manual or any instructions at all - and their reference to a website with a manual refers instead, to a website without a manual...

Is there another way to do it? Can 3DGS do it without a .dll? Is there another .dll somewhere that I can get?

Can I ask any more questions in one post?



Kami-

Re: Force feedback? [Re: Kamiomi] #22093
02/03/04 04:07
02/03/04 04:07
Joined: Aug 2003
Posts: 425
DocJoe Offline
Senior Member
DocJoe  Offline
Senior Member

Joined: Aug 2003
Posts: 425
Principially you have to access forcefeedback by a DLL. I made one anytime before. I have two example, one with little manual:

Sample 1 with manual

Sample 2 - car sample (without manual - primitiv test)

The DLL isn't perfect, but fine for first tests. I'll perfectionize the DLL anytime I find time. I also gave my test level to the acknex site (demos -> vultures castle).

Acknex Site

You also can access a ForceFeedback mouse. This feature isn't ask a lot, but for people like you and me, it's a must, not? For this feature get the immersion SDK

Immersion SDK


Don't take the cake to the party.

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