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Vendetta 1.8.419
- Android gamepad analog sticks now use a linked sensitivity curve.
- Updated damage indicators for the new Hornet and Ragnarok.
- Added a Gamepad Settings menu for PC when a gamepad is detected.
- Fixed blank screenshots on Windows when Anti-Aliasing is enabled.
- Fixed VR settings not getting properly reloaded when a gamepad is detected.
- Fixed plugin issues when changing HUD options to hide touch-region discs or changing the size of the regions.
- When a player with a passenger enters a sector and they are hated by the monitoring faction, and the passenger is also hated by the same faction, the passenger no longer gets ejected.
Lots of tweaks. The Android gamepad curves should provide a valuable improvement on that platform.
- Updated damage indicators for the new Hornet and Ragnarok.
- Added a Gamepad Settings menu for PC when a gamepad is detected.
- Fixed blank screenshots on Windows when Anti-Aliasing is enabled.
- Fixed VR settings not getting properly reloaded when a gamepad is detected.
- Fixed plugin issues when changing HUD options to hide touch-region discs or changing the size of the regions.
- When a player with a passenger enters a sector and they are hated by the monitoring faction, and the passenger is also hated by the same faction, the passenger no longer gets ejected.
Lots of tweaks. The Android gamepad curves should provide a valuable improvement on that platform.
Also see the Newspost. I'll appreciate feedback on the new Gamepad Settings menu on the PC.
Ok, some feedback on the gamepad menu.
Overall, it's nice. Looks a little big on my screen, I guess this has been done for a possible port to touch devices? But it works. Being able to change the chord buttons with a menu is nice. I guess the basics are covered, and anything more advanced can be done like it is already.
Bugs bugs bugs!
I am not sure what caused this, but after using the menu to change some of the controls to none (the chords and stick presses) the menu refused to co-operate with any changes. The lines that point to buttons disappear until you click save, then disaster. No matter what I set the controls to, using the new menu now changes things in weird ways.
The first image shows what my axis are set to, the second, is what the new page reports:
---
So yeah, I broke it.
[edit]
I think it is just getting the triggers and the second stick in a muddle. Whatever I set X rotation to, is what the triggers (Z) also get bound to.
The other major problem is the disappearing lines. As soon as you select any option to change a buttons function, the lines disappear until you click save, which closes the window. This makes changing more than one control at a time really annoying using this menu. This image shows what I mean.
Meh, maybe this would be better in a bug report, but yeah, feedback!
[edit 2! woo!]
Can it not be a nested window like the rest of the interface? It looks very... odd and hacked on to select keyboard, mouse then BLAM gamepad suddenly takes over the screen.
Overall, it's nice. Looks a little big on my screen, I guess this has been done for a possible port to touch devices? But it works. Being able to change the chord buttons with a menu is nice. I guess the basics are covered, and anything more advanced can be done like it is already.
Bugs bugs bugs!
I am not sure what caused this, but after using the menu to change some of the controls to none (the chords and stick presses) the menu refused to co-operate with any changes. The lines that point to buttons disappear until you click save, then disaster. No matter what I set the controls to, using the new menu now changes things in weird ways.
The first image shows what my axis are set to, the second, is what the new page reports:
---
So yeah, I broke it.
[edit]
I think it is just getting the triggers and the second stick in a muddle. Whatever I set X rotation to, is what the triggers (Z) also get bound to.
The other major problem is the disappearing lines. As soon as you select any option to change a buttons function, the lines disappear until you click save, which closes the window. This makes changing more than one control at a time really annoying using this menu. This image shows what I mean.
Meh, maybe this would be better in a bug report, but yeah, feedback!
[edit 2! woo!]
Can it not be a nested window like the rest of the interface? It looks very... odd and hacked on to select keyboard, mouse then BLAM gamepad suddenly takes over the screen.
The updater is still saying updating to 1.8.418.
Super solid update. You guys are knocking it out. Keep it up!!!!
Super solid update. You guys are knocking it out. Keep it up!!!!
The Updater text has been fixed.
The gamepad menu issues are strange. I've never seen the lines go away like that before.
And do you have another joystick listed in your Calibration menu?
The menu was designed to be full screen, which is why it doesn't really fit into the Controls tab menu very well. It looks like on PC we may be able to squeeze some space out of it to make it fit.
The gamepad menu issues are strange. I've never seen the lines go away like that before.
And do you have another joystick listed in your Calibration menu?
The menu was designed to be full screen, which is why it doesn't really fit into the Controls tab menu very well. It looks like on PC we may be able to squeeze some space out of it to make it fit.
No second joystick Just tried with a fresh install of VO, not even setup graphics options and as soon as I click any option see video.
Also the video shows that changes made on the new screen are not reflected on the old one(if that makes sense).
The only thing I can think of is that I'm not actually using an Xbox controller. It is a PS3 pad using SCPtoolkit. Dunno, as far as VO (and any other app that supports xinput) is concerned, it's an Xbox controller.
Also the video shows that changes made on the new screen are not reflected on the old one(if that makes sense).
The only thing I can think of is that I'm not actually using an Xbox controller. It is a PS3 pad using SCPtoolkit. Dunno, as far as VO (and any other app that supports xinput) is concerned, it's an Xbox controller.
Is there a way to maybe force a direct input device to be detected as a joypad? I was going to test a few of the ones I have, but none of them natively use xinput and VO picks them up as Joysticks - which is fine - but I was hoping to see if this is just a problem with my config.
I did test with a Moga Power Pro in B mode too, but this is also detected as a Joystick, and in A mode, using MogaSerial and SCP again, I get the same results.
I did test with a Moga Power Pro in B mode too, but this is also detected as a Joystick, and in A mode, using MogaSerial and SCP again, I get the same results.
We haven't been trying to manually detect old gamepads as "gamepads", because that's kind of a complex and imperfect thing to do. You can "guess" by the number of buttons and axes, but you may guess wrong and offer to set up someone's giant flight-stick as a gamepad. The "official" and modern approach from MS is that all gamepads will support Xinput.
But, it might be possible for us to make some kind of special check-box you can set in the joystick options, to force it to be considered as a Gamepad. Of course, that might be weird for people using non-standard gamepads that don't have as many buttons or axes as the Xbox or PS4 style. But, it could be an at-your-own-risk thing, I guess?
But, it might be possible for us to make some kind of special check-box you can set in the joystick options, to force it to be considered as a Gamepad. Of course, that might be weird for people using non-standard gamepads that don't have as many buttons or axes as the Xbox or PS4 style. But, it could be an at-your-own-risk thing, I guess?
Well an option is always nice, especially because we do sometimes need more than 640kb's of RAM and MS is not always right :) But not if it could be a hassle. Maybe just a config.ini option that can be added/changed? Because we all know messing with our config files is at our own risk anyway, right?
It might be technically complex to implement, is the problem. I have to talk to Ray more about it, but there are ordering issues (Xinput vs DirectInput detection), and certain code being specific to certain "drivers" and the like. It's all stuff that could technically be worked around, but it may not be simple for us to add.
Still, we'll talk about it and see if there's something we can do (that doesn't require days of re-writing and testing code).
Still, we'll talk about it and see if there's something we can do (that doesn't require days of re-writing and testing code).