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Modified GIMX for Overwatch

Posted: Fri Feb 17, 2017 12:04 am
by Cybereu
Hi Matlo,
Here I'll post a modified version of GIMX (not finished) that was made by my brother, initially it was done focusing on Overwatch but I think it can be used on others games.
As I don't know coding I can't say exactly what was modified, what I know is now it is using polar coordinates and there's a file where has sticky positions and angular velocity of that position which was calculated by using a protractor and cubic regression.
There are some mods too on motion residue and others things that were removed or disabled due changes on coordinates.
He doesn't have an account on this Forum, but I'll ask him to post here.

Thanks.

https://drive.google.com/file/d/0B2Llkt ... sp=sharing

Re: Modified GIMX for Overwatch

Posted: Fri Feb 17, 2017 9:42 am
by Matlo
Moved to the development section.

It would be nice to have some introduction on how this works.

Thanks for sharing!

Re: Modified GIMX for Overwatch

Posted: Thu Jun 01, 2017 5:22 pm
by emantec
Cybereu wrote: Fri Feb 17, 2017 12:04 am Hi Matlo,
Here I'll post a modified version of GIMX (not finished) that was made by my brother, initially it was done focusing on Overwatch but I think it can be used on others games.
As I don't know coding I can't say exactly what was modified, what I know is now it is using polar coordinates and there's a file where has sticky positions and angular velocity of that position which was calculated by using a protractor and cubic regression.
There are some mods too on motion residue and others things that were removed or disabled due changes on coordinates.
He doesn't have an account on this Forum, but I'll ask him to post here.

Thanks.

https://drive.google.com/file/d/0B2Llkt ... sp=sharing
Could you explain how you/your brother obtained the values in CubicReg_ps4data.data ?