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MP Controller Support Mod (Beta Available)


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#51
Mgamerz

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I figured frame rate. But then why does 60fps PC have it? (Or does it? It's when you turn the camera left and right, the entire image or at least all background graphics, blur)

And I still can't imagine it being worse at 30 frames. Maybe PS3 20 and under. But surely not 360's solid 30 frames. As I don't remember there being motion blur for this in PS1/Saturn era. And things were fine (unless 720 & 1080p intensifies this too much), where only a handful of games ever hit 60fps. The rest of that era's games where 15-30fps... wow, we've come a long way. >_>


And quick; someone name a game that doesn't have this so called feature on 30fps condolences. I want to see this for myself.

I doubt the Saturn can handle motion blur. It could barely do 3D.

#52
Terminator Force

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I doubt the Saturn can handle motion blur. It could barely do 3D.

 

It can do 3D just as good. Just very hard to program for since it used dual CPU (that had to be balanced just right under one cache bus) and then some more still. And bad developer documents. And development tools. Meanwhile Sony PS1 provided perfect out of the can development tools (something that was new back then), which greatly helped any joe blow program a game + cut down on a lot of costs. Meanwhile to push the Saturn 3D wise, you really needed to be a good programmer and how to develop tools from ground up each time if you want to push the system & put in the extra dev time.

 

But mostly the dual CPU setup killed the Saturn. Tom Kalinsky wanted the Nintendo 64 CPU in it, but when he showed it to Japan, they were racists, complained about this and that. The chip team fixed the issues they heard, but the Japan dev team were still racist since it wasn't Japan made. So Kalinsky sent them to Nintendo, believe it or not.

 

 

And the Saturn can do large 3D worlds better too since it can mix it with 2D mode 7 like background layers, and other scrolling layers. ie. In the Sonic Jam 3D tech demo, the entire floor is 2D except for the water/river. Meanwhile, on PS1 the entire floor would be made of massive warping and clipping polygons (why the Spyro team made a sound choice of making the much of the game take on floating islands and platforms to overcome to hurdle). Since PS1 had no sprite and background capabilities to help out.

 

Ultimately I wish the system didn't have an early grave, since I really wanted to see how far some dev teams could push it near the end of a fuller life cycle. Instead as is, the last year of the Saturn consisted of rushed games to get out before the system totally died out.


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#53
Mgamerz

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Figured out how to fix bugs while playing off host. However the lobby is all sorts of messed up from not hosting... i do'nt know why. If you join in progress everything works. It tries to make you use to mouse in the lobby (even though yoru files don't let it), so once you open a menu you get stuck in it. You can use the RT to start the game still.

 

I'm streaming a more completed version mixed with zombie mod.

https://gaming.youtu...er/Mgamerz/live


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#54
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^ You're moving around like a turtle, Mgamerz.

 

But thanks for sharing excellency.



#55
Terminator Force

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Lot's of husks & abombs with tactical cloak. Your teamates must love you.



#56
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It's funny watching you move around like a newborn giraffe.



#57
Terminator Force

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Ok, I just seen the lobby in action now too. ... You really like London? And sicking Primes, the most OP enemy in the game, to destroy everyone else...

 

 

And that's enough of a preview for me today. Thanks for sharing. And so what, everything seems fine? Gamepad Mod can get released soon and I can buy the PC version any day now too?



#58
Mgamerz

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No. There are still bugs. However we are making progress. I don't know how we are going to mitigate the lobby while you aren't hosting as it seems to really bust it. We need to also make the appearance window not lock you into it since you can't escape. MP HUD needs to remove the top left, might need to use the xbox HUD. Other small things. We can probably beta it.

 

IDK. Playing with a controller feels much nicer on my hands than a KB/M (my hands hurt from typing so much during the day to bring you this ****). I don't like the imprecision of stuff like movement but I think I can deal with ti.


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#59
Salarian Master Race

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It can do 3D just as good. Just very hard to program for since it used dual CPU (that had to be balanced just right under one cache bus) and then some more still. And bad developer documents. And development tools. Meanwhile Sony PS1 provided perfect out of the can development tools (something that was new back then), which greatly helped any joe blow program a game + cut down on a lot of costs. Meanwhile to push the Saturn 3D wise, you really needed to be a good programmer and how to develop tools from ground up each time if you want to push the system & put in the extra dev time.

 

But mostly the dual CPU setup killed the Saturn. Tom Kalinsky wanted the Nintendo 64 CPU in it, but when he showed it to Japan, they were racists, complained about this and that. The chip team fixed the issues they heard, but the Japan dev team were still racist since it wasn't Japan made. So Kalinsky sent them to Nintendo, believe it or not.

 

 

And the Saturn can do large 3D worlds better too since it can mix it with 2D mode 7 like background layers, and other scrolling layers. ie. In the Sonic Jam 3D tech demo, the entire floor is 2D except for the water/river. Meanwhile, on PS1 the entire floor would be made of massive warping and clipping polygons (why the Spyro team made a sound choice of making the much of the game take on floating islands and platforms to overcome to hurdle). Since PS1 had no sprite and background capabilities to help out.

 

Ultimately I wish the system didn't have an early grave, since I really wanted to see how far some dev teams could push it near the end of a fuller life cycle. Instead as is, the last year of the Saturn consisted of rushed games to get out before the system totally died out.

 

As a big fan of Sega's consoles, I will just add to this that any 3D Saturn games made by Sega themselves, and particularly AM2, really showcased what the Saturn was capable of.  3rd party games were largely crap due to the difficulty of programming its dual CPU, and ended up utilizing only one of them.

 

And of course as a big 2D fighting game fan, the Saturn imports of games like Street Fighter Zero 3, Xmen vs Street Fighter, Marvel Super Heros vs Street Fighter, and King of Fighters 97, were all superior on the Saturn, thanks to its superior 2D capabilities.


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#60
Mgamerz

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Fixed lots of bugs tonight, also think we fixed the challenges screen showing a pc button.

#61
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Can someone on xbox (or PS3 I suppose) make a video like this of the MP Challenges window:

 

I don't care if its on your phone, I just need to see how the set title button works in all different configs.



#62
Mgamerz

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Dybuk and I have had a hell of a day trying to fix the challenges window. WE got the PC Button to hide, but due to how the code is compiled for hiding/disabling the button we just disabled that chunk of code so the Set title button always is enabled. Mind you it won't work all the time, if you can't set the banner it will make an noise at you.

 

We also replaced the XBOX LIVE PARTY on the main interface with the options menu that you can find on PC:

1iHwY5l.jpg

 

The options page doesn't work yet, but we will soon.

 

Unfortunately I see no way to make auto aim toggl-able in game. Maybe we can make a conditional patch 1 coalesced for users who want that off.


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#63
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Here's why auto aim is never a good idea and should be disabled forever. In all videogames from now till - forever. No program can tactically decide what enemy should be highlighted and that it can actually read your mind to be in sync with your tactics. ie. for ME3mp if you want to aim at an immediate threat in front of you, auto will aim say "No! Aim at the swarmer across the map chasing your teammate! Do it! Do it now!" Yes, auto aim is this poorly programmed in ME3mp. And why it's more harm then any good.

 

That and you should never want games to play themselves. The whole point of shooter is to get better at aiming, among other things (like tactics and multi-tasking).

 

 

PS- not saying having both options is wrong.



#64
Mgamerz

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I feel like while I am learning to play the game auto aim is a godsend. I can't aim worth ****. But after you get pretty good with the contorls I think turning it off would be OK.

 

Don't worry we will have 2 versions of the file that have that change.

 

Also if you want to get better at aiming don't use a controller. Controllers are nice for flying around in 3D compared to KB/M but an analog stick vs a mouse for precise input is not really a comparison.



#65
Salarian Master Race

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I feel that mouse is overall closer to real-life movement simulation, because your real physical body is quite capable of spinning around very fast, then slowly peeking around a corner, and taking careful, deliberate aim.  With a Controller Sensitivity Setting this is not possible.  You either have to skewer towards one or the other extreme, or else be moderately mediocre at both.  Mouse gives you the freedom to adjust your movement patterns on the fly, as you would in real life.



#66
Mgamerz

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So I think I am nearing the beta point, but this mod is really only viable if you host. For some reason if you aren't hosting the lobby like explodes and becomes unusable for no discernable reason. The only real bug I have found is that the hints for what to do (like fighting a husk) aren't right and a few other minor bugs (changing xbox settings crashes on exit). Weapon Bench for some reason always uses PC button icons, but the xbox controls work fine on it.

 

Do PS3 Controllers work on PC in the same way xbox does (nice and supported?) Last time I recall you had to hack it cause they had no real drivers.



#67
Terminator Force

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^ That's what I remember too. No real drivers for PS3 gamepads. Not that is bothers me, since I prefer 360 game pads much more.



#68
Mgamerz

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So I've removed references to gamer cards on all screens I can find. Appearance editor no longer locks you in.

 

Really the only issues left that I can see or remember:

  1. References to [button] don't show the button, they show the text. Like Press RT to ready shows Press [Xbox_...RT]
  2. Can't fight off a husk
  3. Off host is buggy cause of some sync to the host, no idea if this is fixable
  4. Options screen may crash game. Might be since I added xbox settings like autologin to origin and controller options and they aren't supported on PC
  5. Weapon Bench does not use xbox button icons for some reason (still works)
  6. Challenges window says you can always press X to set a banner even though sometimes you can't
  7. MP HUD from PC (top left) is still visible even though all the xbox icons (left dpad and below HP bar) are visible.

Our beta will be optimized for PC screens. We can later make one for TV that has things big like xbox.

 

Additionally the game seems significantly less stable, but only at random parts. Not at loading, but I've been seeing a crash like every 4 games randomly in matches. Part of the modding life.


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#69
Mgamerz

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I've made some progress on the husk sync issue.

In the input system for this game there are some shared commands. Shared action/share melee/shared aim/shared shoot. This is the same across PC and consoles.

The game binds inputs to these commands. The commands themselves are lists of console commands, like trymelee and tightaim.

When a husk syncs you it overrides the shared_melee command list and you have to "mash" to defeat it. I am not sure where it is specifying shared_melee bit I know it is unregistering the override for it. This is also the same for clone shep and kaileng sync.

In my opinion this is unbelievably stupid. This makes it so splitting some keys is simply not possible. If you want to get rid of shared_melee too damn bad because we override a command list rather than just building the check into its first command trymelee.

This is compounded by the fact that input variables are synced from host to client for some reason - interfaces try to use mouse and keyboard off host even when on host its Xbox, and all shared actions no longer work. Why. Why. Why. If fighting off a husk was simply a console command this could work but its not.

The sheer dumbness of this is astounding. This is stuff that angers me about this game, how stupid it is at times.

Working around this will be difficult. The only full workaround is you will always have to host. Or bind a gamepad button to shared melee, but I'm about out of buttons. I have some ideas, but I am unsure if they will pan out. I don't get why they didn't just add a gamemode for this like gamemodestruggle. That would be smart (control override is built into this) and they could have made it more complex.

To test fixes for this I will need other people to host.
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#70
Mgamerz

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The husk sync issue is now fixed. I did the biggest crappy fix ever and made it so that pressing B binds B to shared_melee since setting to shared_melee in coalesced does not work. It works off host so now in-match everything on hosting vs client is the same.

In the lobby though it's a mess. You cannot use it as a client and if you complete a game as a client, you cannot continue. I have no good explanation for this. You can press RT to ready, and that's all.

 

I am ready to zip this up as an alpha if anyone wants to test. TerminatorForce =)

 

You can't really PUG with this as a client, you'll have to host.


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#71
7twozero

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I am thinking that maybe since we are acting like xbox in the GUI file, it's passing the constant value we are using (in this case we appear as xbox) to the matchmaking bot and we are getting paired with xbox users and getting disconnected immediately


Wouldn't that be something if you could trick it into matching up people on different platforms.

#72
Mgamerz

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Wouldn't that be something if you could trick it into matching up people on different platforms.

I think there are things like Xbox live that make that not possible. e.g, I cannot be looked up on Xbox live with my origin ID.

#73
Terminator Force

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OK, I'll get on this tomorrow. But not until after the gym.



#74
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I'm really hating mornings these days, especially every second Tuesdays... but yes, where are the links so I have everything ready for when I get home after some running around in the real life (why these Tuesdays suck).

 

I'm also curious as to how you handled the sensitivity of the camera analog stick (is it default X-Box or can it be modified). PS - it shouldn't be slower then the fastest setting on X-Box.

 

EDIT 50029 - it's that time again to hit the showers, hair dry, gel and hit the Toronto streets... I'll be back in about 5hrs.



#75
Mgamerz

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Is anyone good with texture editing in this game? I cannot seem to make the texture tools use my new files since they are different sizes.

@Terminator I will have to do some work for me3tweaks and then I will get the mod ready. Otherwise it wont auto update.

Right now we can't even change the game options because it will crash. I am unsure if this is because of Xbox settings or the new keybindings entries. That will be worked out later.