Short Version: Will joystick support be returned to its former glory or are we stuck with keyboard emulation?
Long Version: First off, I use a trackball (Logitech Marble Mouse) for looking and a joystick (Logitech Wingman Interceptor) for motion. I've tried dozens of controller configurations and a trackball/joystick is far and away my most favorite.
If the joystick's axes are treated as keystrokes (like the arrow keys on a keyboard), then all your directional movement is in forty-five degree increments... Not very good, but almost livable - if that was the end of it, but it's not. Stray even a little bit from the center, for example, and all of a sudden you're going off at a 45-degree angle from what you wanted (NE instead of N, for example). You constantly have to be correcting your direction while you zigzag though the level. With "normal" joystick support, if you stray a little bit from the center, then you'd move just a few degrees from where you'd want to go and although you'd have to eventually correct your direction, it wouldn't be such as drastic maneuver (no wild zigzagging). Widening the dead zone causes more problems than it solves.
It's not *just* eliminating slow walking as you've (JC) stated.
Unreal Tournament has decent joystick support (lots of fun!) - why shouldn't Q3A??? In fact, in UT, I'm not aware of the joystick - it just works; but in Q3A, I'm constantly fighting the joystick and it's very frustrating and not fun.
I don't care if I can't bind the joystick axis in the in-game menus. I can edit the config files just fine. Maybe you can have an option that if your willing to edit your config files, you can keep proportional joystick support (joy_advancedupdate turns off keyboard emulation and turn on proportional support?)
Short Version:
Will joystick support be returned to its former glory or are we stuck with keyboard emulation?
Long Version:
First off, I use a trackball (Logitech Marble Mouse) for looking and a joystick (Logitech Wingman Interceptor) for motion. I've tried dozens of controller configurations and a trackball/joystick is far and away my most favorite.
If the joystick's axes are treated as keystrokes (like the arrow keys on a keyboard), then all your directional movement is in forty-five degree increments... Not very good, but almost livable - if that was the end of it, but it's not. Stray even a little bit from the center, for example, and all of a sudden you're going off at a 45-degree angle from what you wanted (NE instead of N, for example). You constantly have to be correcting your direction while you zigzag though the level. With "normal" joystick support, if you stray a little bit from the center, then you'd move just a few degrees from where you'd want to go and although you'd have to eventually correct your direction, it wouldn't be such as drastic maneuver (no wild zigzagging). Widening the dead zone causes more problems than it solves.
It's not *just* eliminating slow walking as you've (JC) stated.
Unreal Tournament has decent joystick support (lots of fun!) - why shouldn't Q3A??? In fact, in UT, I'm not aware of the joystick - it just works; but in Q3A, I'm constantly fighting the joystick and it's very frustrating and not fun.
I don't care if I can't bind the joystick axis in the in-game menus. I can edit the config files just fine. Maybe you can have an option that if your willing to edit your config files, you can keep proportional joystick support (joy_advancedupdate turns off keyboard emulation and turn on proportional support?)