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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 |
need fix linux biuld after 6e3a069 |
Fixed. Unfortunately, glibc or GCC itself is not conformant to C++ standard :( |
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.
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 propeg 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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