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MP Controller Support Mod (Beta Available)


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#151
Mgamerz

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You _restored_ MP DLC + Basegame and the installed the updated mod correct?

If you don't restore you run a good risk of crashing the game.

 

Also the deltas will take some time. Right now I have converted ModMaker's code all the way through backing up the original version of the mod (so you can get back to it and apply another variant) but the code for modmaker is incredibly ugly. Take a look: https://github.com/M...ilerWindow.java

 

It will work pretty much the same as the keybinds injector. I will probably make it so you can have a delta library like mixin library, where you can do things like fix (or prepare to fix) the talon keybindings etc.



#152
Terminator Force

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I did the restore. But I think I need to do it again or Origin fix. Something went wrong...



#153
Terminator Force

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Alright. Everything worked excellent off host. But during my 4th game the game crashed on Hazard White... Hazard White must of been Condor in disguise. How else you explain it?



#154
audiomixr

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Why would I want to eat steak with a baloon on my tounge?



#155
Mgamerz

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The game is just most unstable when you use mods. That's how modding works for this game. But good to see it works for you.

#156
Terminator Force

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Why would I want to eat steak with a baloon on my tounge?

 

Isn't that a grill thing?

 

Whatever. I've got my own new problems. Got the gamepad in my lap, the TV remote in my lap, and now the keyboard and mouse are on board too. My living tissue boys are suffocating over here.



#157
Mgamerz

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I've got variants now able to be applied, but still some work to do to make it so you can restore to original and apply a new variant. I was thinking about making it so it would store a compiled variant but I am not sure how to know if that variant is outdated or not when the mod is updated...


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#158
Terminator Force

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Is there any way to remove the limit of respec cards that was patched in by BioWare? And how did it work before? What was the most respec card you could get before? And why would players complain about getting more respec cards?



#159
Mgamerz

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That's store modding. That's not something I would put into this mod.



#160
Terminator Force

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^ I noticed running and turning the camera at the same time is faster here on PC (ie. possible to run laps around most if not all maps here with this mod, not so on console). This default for PC or you make it turn faster? If the later, can you make it turn even faster?



#161
Mgamerz

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It's whatever it defaulted to when I short circuited the if statement for camera centering. On PC we have no need for camera centering since we can just use the mouse to look.

#162
Terminator Force

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^ Too bad. But this is still an improvement over consoles, anyway.

 

What about ability to change camera aiming sensitivity to be higher then console standards?



#163
Mgamerz

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I was able to add aim assist to the menus. I have no idea how to actually make it tied to the variable though... Only thing I can think of is it's using the telemetry key, which I set to 'yolo' (they can only be 4chars it seems). Since this is all native code there's a high chance this won't go anywhere.

Curiously in the patches they added an option to the gameplay page called OPTION_CONTENT1 but I cannot find any of the strings it references. It defaults to 1.

In my testing I was able to modify the xbox controller settings and they persisted through restarts. I haven't actually tested them though since you acn't edit and save with controller controls. I think it has to do with LocalProfile.sav but nobody has a real editor for it and it's a binary file so it's going to be nearly impossible to modify.

#164
Mgamerz

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I got options to save WHILE the mod was installed... not sure what I did. I turned off I think some gameconfig option. The only issue it seems so far is that the GUIs no longer work with teh stick so its like you are off host. But since the dpad works its not too big of an issue.

I was able to change in-game the camera sensativity (wow it makes a big difference). I will need to test this off host. I hope to get the stick working in GUIs again. Once we have that we will have a near 100% MP Controller Support mod (something SP mod doesn't even do). Only thing is the top left HUD.

#165
Terminator Force

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I just realized something while playing today. Both gamepad and pc key overlays are active for consumbles and such. Any way to get rid of the pc ones to reduce screen clutter? Either or is fine, I guess...



#166
Terminator Force

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Bonus question not related to gamepad mod; Anyway to fix radius on shockwave? I just noticed playing Shaman is not going to be the same anymore... ps. What is the radius glitch cause exactly, anyway?



#167
Terminator Force

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PS - why are you so determined to get aim assist as a toggle feature in the option menu? Do you really enjoy playing with auto-aim still?... Just give it some more time. You'll see the light soon enough... 

 

Otherwise I'm very happy with how everything is right now. Played a lot today with zero issues. No more need for you to overwork on little issues like making auto-aim a toggle feature and what not.



#168
Mgamerz

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I just want my mods to be good. I don't like half finished mods.

Shockwave radius normally would take the base value being passed into cosign and make it larger. I beleive it is actually widening the cone impact, which effectively widens the radius (in some weird way). But instead of taking the original value, making a copy and making that larger (to pass to cosine) it takes the original value, makes it larger, and assigns itself to itself again. Over time this value gets to the peak you can get with cosine function and eventually this function will begin returning smaller values begins going down. The amplitude goes beneath zero and eventually makes an inverted cone which does not do impacts. Eventually it gets to the negative max amplitude.

Curiously it continues to increase the cosine value and will eventually be temporarily usable again.

The top left is there because we are using the PC Powerwheel. The ones on Xbox are entirely different graphics files. Moonshine has his, and I was thinking of borrowing it, but he has an extra package that I beleive is for the radar in the power wheel HUD (you cannot access power wheel in MP but its likely still required). Adding packages to startup.pcc prevents us from being able to connect to others in MP (which is why we didn't have xbox textures for a while until a workaround was found).

I don't know of a way you can add a workaround for a required new package, the old ones just extended their PC equivalent. There is no equivalent though for this extra radar since it seems to be included in the PC power wheel and not separate like on xbox.

Plus you can dual keyboard/controller.
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#169
Mgamerz

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So I got the options page working. It will be a variant though since it effectively turns your interface to always-off host (sticks won't work). Curiously this is the same exact state as if you are off-host, so I guess that solves that mystery. (sfxgameconfig buseconsolecontrols makes UI respond to xbox controls but busts options page. off-host it seems to sync an always-false buseconsolecontrols)

I will also attempt to change some logic in the force feedback so it will be able to be turned off (right now it cannot be turned off)

#170
Mgamerz

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Released Mod Manager 4.1 Beta 3. I will be updating this mod with the new variant for enabling the options menu saving. You will not want to run this variant all the time as it results in degraded GUI performance.

#171
Terminator Force

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^ So... basically you're telling me not to update to latest version. Gotcha.



#172
Mgamerz

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You can change variants you know.

#173
Mgamerz

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I have added a version that scales up the interface so you can play on a TV or a high resolution monitor without a microscope.
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#174
Terminator Force

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Great. I plan on returning for some PC matches maybe tomorrow.



#175
Mgamerz

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Make sure you uninstall the nonscaling one before you install the scaling one.

The only issue I see with the scaling version is the BEING REVIVED/REVIVING placement is too low. The interface was designed in 5:4 (1280x1024) rather than 16:9 (1280x720) like just about all other interfaces. Changing it to 16:9 made it comically large, I may need to do some advanced stage changing to make it look decent and lined up.