BluesyBuesy Posted June 15, 2016 Share Posted June 15, 2016 I plugged in a controller to do some testing, but it was really clunky, slow, and frustrating. Why anyone prefers this to a mouse and keyboard I'll never understand. Bug-testing with this will be a pain. Is it even worth it? How many people who install mods also use controllers? Is it a substantial amount, or like 10 people? Link to comment https://forums.kleientertainment.com/forums/topic/68200-is-implementing-controller-support-worth-the-trouble/ Share on other sites More sharing options...
BluesyBuesy Posted June 16, 2016 Author Share Posted June 16, 2016 (edited) Well, I just tried fiddling around with controllers again and I think the reason it was so frustrating for me is because the game doesn't like my controller for some reason. The only one I have is fairly odd I imagine -- n64, so maybe that's it? Now the game recognizes that a controller exists, but it doesn't respond to button presses anymore. I even get stuck in menus if there's no back button and I'm forced to input something. The controller works fine elsewhere. Is there some way to work around this issue? edit: never mind, I tried using a different port and it works again now. Really odd. It worked fine before... Edited June 16, 2016 by BluesyBuesy Link to comment https://forums.kleientertainment.com/forums/topic/68200-is-implementing-controller-support-worth-the-trouble/#findComment-784630 Share on other sites More sharing options...
BluesyBuesy Posted June 17, 2016 Author Share Posted June 17, 2016 I'm not sure if anyone will read this, but I'll continue using this thread to avoid forum clutter. I decided to implement semi-controller support. Basically I gave them a few toggle keys to open and close stuff, but when they open the options menu, I temporarily restore mouse functionality (making sure they can't click anything outside the menu because hilarious and disastrous things happen). The only thing I'm stuck on is toggling tooltips back on. I tried messing around with hoverer.lua for a bit. I'd prefer not to edit the file itself. I see that the playerhud uses hovertext, so I may swap tooltips out for that, but a few won't be so easy. If anybody has any ideas I'd appreciate it! Link to comment https://forums.kleientertainment.com/forums/topic/68200-is-implementing-controller-support-worth-the-trouble/#findComment-785171 Share on other sites More sharing options...
MTX1234 Posted June 17, 2016 Share Posted June 17, 2016 I suppose I'm one of those few who use controllers and I can say all mods have no controller support the only ones that work are HUD mods like Combined Status. There are still bugs in the controllers though for instance the hammer can't be put in chest with the left directional button I actually have to manually put it there by pressing R2 first and moving my right analog stick and pressing X. But I'm not complaining. Link to comment https://forums.kleientertainment.com/forums/topic/68200-is-implementing-controller-support-worth-the-trouble/#findComment-785192 Share on other sites More sharing options...
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