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Gamepad support #943
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It already maps axes in the latest dev builds :) |
What is left to do:
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Только что скачал с Appveyor крайний билд Gold - крашится при запуске новой игры и в меню геймпад не мапится (хотя мышка двигается правым стиком) - использую DS4 + DS4Windows, может быть я не тот билд взял? |
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Это я параллельно играюсь с version switcher, был интересно как оно работает)
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А получится ли aim-assist из уже какого-то готового проекта опенсурсного выдернуть, типа xash3d? |
Или билда одного. Но это скорее будет нарушением лицензии |
Code references on wheel (pie) menu: ocornut/imgui#434 |
Useful talk on designing input/controls in game: |
Depending on the context (e.g. different UI windows) input mapping can be different. This feature is needed for gamepads, because they have limited amount of buttons. (#943)
Trying to use third party software for gamepad support not working. Maybe it's conflicting with current implementation. Could you pinpoint me to a config or whatever where i can find and make the engine ignore gamepad for now? |
@FaV0RiT77, I just added |
not sure if anyone else is getting this bug but for some reason the only things i can do on controller are aim down sights and shoot, no other controls work or are even registered in the gamepad setup menu |
What version of OpenXRay you are using? |
forgot to edit the post but it seems to be an issue with my controller specifically as another one i tried works, although camera movement is very broken |
only issue im currently having is i cant move my camera on the Y axis, moving the right stick in a circle just moves my camera left or right depending on which direction i rotate the stick |
Now CUIDialogHolder is responsible for cursor visibility, it's the best place for this purpose. Previously, the cursor was tracking itself. For now, until other UI windows are adapted to change, the cursor will be visible like in vanilla.
Currently disabled due to problems when CUITabControl is being in the CUIScrollView. CUITabControl needs its own navigation code to be implemented too. Navigation based on the focus system works better in this case.
Given that we can lock focus system now, this code is now obsolete. Consider it as unsuccessful attempt
This is huge. Mainly for the map page, ranking and log pages can be missing something.
My estimation is that we now passed at least 60% (maybe about 70%) of work needed to be done. But it is already usable and somewhat playable! You can test it and leave your feedback! |
That feature already have some ground work, engine does register inputs, axis included, but when we try to bind controls it maps to a keyboard and does not maps axis.
Would be great to have proper diput/xinput support in S.T.A.L.K.E.R. series before S.T.A.L.K.E.R. 2 comes out.
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