Observed behavior: When moving the right analog stick at any sensitivity, the aim either moves quite fast or not at all. The deadzone is also quite large. It is impossible to move the camera very slowly, even when moving the stick only by a very small amount across the deadzone.
Expected behavior: When moving the right analog stick just a tiny bit over the deadzone, the aim should move very slowly, at any sensitivity.
I tested the code and a simple reduction of the aim deadzone does not fix this.
I believe this is due to the integer nature of x_cam and y_cam variables in the source that get multiplied by two factors, and one of the factors is 0.008. So the integers jump from 0 (no motion) to 1 (fast motion) at some pretty large stick tilt, and then to higher integers that move the camera even faster. A simple change of x_cam and y_cam from integer to float should fix this issue. The game engine accepts float values.
I made a PR to fix this issue, improve the deadzone by making it radial and scaled instead of axial, and increase the analog joystick range. The PR is here:
https://github.com/Rinnegatamante/vitaQuake/pull/36
This is an enhancement.
Observed behavior: When moving the right analog stick at any sensitivity, the aim either moves quite fast or not at all. The deadzone is also quite large. It is impossible to move the camera very slowly, even when moving the stick only by a very small amount across the deadzone.
Expected behavior: When moving the right analog stick just a tiny bit over the deadzone, the aim should move very slowly, at any sensitivity.
I tested the code and a simple reduction of the aim deadzone does not fix this.
I believe this is due to the integer nature of x_cam and y_cam variables in the source that get multiplied by two factors, and one of the factors is 0.008. So the integers jump from 0 (no motion) to 1 (fast motion) at some pretty large stick tilt, and then to higher integers that move the camera even faster. A simple change of x_cam and y_cam from integer to float should fix this issue. The game engine accepts float values.
I made a PR to fix this issue, improve the deadzone by making it radial and scaled instead of axial, and increase the analog joystick range. The PR is here: https://github.com/Rinnegatamante/vitaQuake/pull/36