Is there any chance of getting G15 support in a Zandonum build?
-
- Posts: 57
- Joined: Thu Nov 14, 2013 1:23 pm
Is there any chance of getting G15 support in a Zandonum build?
Someone compiled one for me once and I was so happy, but now the versions don't line up and I'm SOL on this new PC build. :( I love the novelty of having the little game data on my G510s screen (basically just an upgraded G15.)
- ZZYZX
- Posts a lot
- Posts: 742
- Joined: Thu Jun 07, 2012 5:56 pm
- Location: Ukraine
- Clan: A3
- Clan Tag: [A3]
Re: Is there any chance of getting G15 support in a Zandonum build?
I think G15 was purposedly removed because it was a major PITA to compile for most people.
(it's not permitted to distribute G15 SDK with Zandronum, and G15 SDK is only available to people who also install G15 drivers, and G15 drivers are buried god knows where)
Not 100% sure though, might have been simply commented out.
(it's not permitted to distribute G15 SDK with Zandronum, and G15 SDK is only available to people who also install G15 drivers, and G15 drivers are buried god knows where)
Not 100% sure though, might have been simply commented out.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
overcomplicated ZDoom grenade
random Doom things
GZDoomBuilder-Bugfix
-
- Posts: 57
- Joined: Thu Nov 14, 2013 1:23 pm
Re: Is there any chance of getting G15 support in a Zandonum build?
Interesting, I hadn't known that. It was Konar6 that previously gave me a working .exe with the G15. Oh, well, I guess. :(
(BTW: Nice StarControl avatar.)
(BTW: Nice StarControl avatar.)
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
Re: Is there any chance of getting G15 support in a Zandonum build?
No, we disabled G15 support by default because G15 support was causing problems with certain gaming mice. The G15 code is still there, so it should be possible to re-enable it. I'll see if I can expose G15 support as cmake option.ZZYZX wrote:I think G15 was purposedly removed because it was a major PITA to compile for most people.
-
- New User
- Posts: 13
- Joined: Mon Nov 14, 2016 10:54 pm
Re: Is there any chance of getting G15 support in a Zandonum build?
I was curious about that one too. I got one of these MMO gaming mice that Logitech/Logicool made which had a similar tool to mess around with. I even found that some of the G15 code is still there somewhere with the ARK led emulator thing. Heck there is an app for your smartphone to configure the mouse and/or keyboard with. Well since that can actually mimic the lcd screen on the G15 and G150 keyboard, so I've always wondered how feasible it would be to get my smartphone of choice to sync up with zandronum. The only thing that currently limits me from doing so currently is the limited knowhow to compile from source code, the worry of it not compiling properly with the correct dependencies, and the limited amount of storage on my PC currently to properly compile my own build of Zandronum.
Now the question is, if the G15 could be reimplemented as an completely unnecessary feature, but totally optional part of Zandronum will this idea I had in the backburner of my head would work?
Now the question is, if the G15 could be reimplemented as an completely unnecessary feature, but totally optional part of Zandronum will this idea I had in the backburner of my head would work?
[My Steam Profile (from SteamDB)
- Value: $18458 ($5337 with sales)
- Games owned: 8641
- Games played: 701 (8%)
- Hours on record: 5,764.3h
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
Re: Is there any chance of getting G15 support in a Zandonum build?
I re-enabled our original G15 support as cmake option. Here is a 3.0 binary with G15 support enabled. I can't test it since I don't have a G15.scaryred24 wrote:Now the question is, if the G15 could be reimplemented as an completely unnecessary feature, but totally optional part of Zandronum will this idea I had in the backburner of my head would work?
- Dark-Assassin
- Maintenence Crew
- Posts: 968
- Joined: Fri May 25, 2012 4:25 am
Re: Is there any chance of getting G15 support in a Zandonum build?
With a quick test, it works fine. However, the top line of pixels of each message is missing.
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
Re: Is there any chance of getting G15 support in a Zandonum build?
Thanks for checking!Dark-Assassin wrote:With a quick test, it works fine.
Do you know if this was different before we disabled G15, i.e. in Zandronum 1.0?Dark-Assassin wrote:However, the top line of pixels of each message is missing.
- Dark-Assassin
- Maintenence Crew
- Posts: 968
- Joined: Fri May 25, 2012 4:25 am
Re: Is there any chance of getting G15 support in a Zandonum build?
No, I believe it's been like that since the day it was added in Skulltag. I just kept forgetting to report it.
-
- Posts: 57
- Joined: Thu Nov 14, 2013 1:23 pm
Re: Is there any chance of getting G15 support in a Zandonum build?
Wow, thank you guys!
-
- Posts: 57
- Joined: Thu Nov 14, 2013 1:23 pm
Re: Is there any chance of getting G15 support in a Zandonum build?
It works fantastic, but Dark-Assassin, do you by chance know how to change applet priority? I have to manually hit the button on the left of the screen EVERY TIME Zandronum opens to make it work. That kind of defeats the point. lol (This is a Logitech problem, not Zandronum problem.)
- Dark-Assassin
- Maintenence Crew
- Posts: 968
- Joined: Fri May 25, 2012 4:25 am
Re: Is there any chance of getting G15 support in a Zandonum build?
I don't know how to set priority, It automatically switches for me, plus I usually only have one anyway.