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  • #217331
    Senan
    Participant

    I’ve brought this exact issue up multiple times over the last few years but I’m not confident an option will ever be given to bind different gamepad buttons for menu/edge peek (or better yet, compound buttons so you don’t have to use in-game keys at all).

    I’ve found a dirty work-around for it on my xbox series x gamepad. If you go into the steam gamepad settings while on FO76 (or any other Steam game), you should be able to bind the “share” button to a keyboard key. I have two different keys set to the share button–one with a short press of it and the other with a long press. I bound the short press to edgepeek and the long press opens the menu.

    Once that’s done, you can disable the actual vorpx gamepad keys (which I’ve found to be useless as the stick buttons and start/select are simply too important in most games to be used for Vorpx) and still access both edgepeek and the menu with the gamepad. This should work with any gamepad that has extra buttons that can be bound in Steam (like the touchpad button on the Dualshock 4/5 gamepads, etc).

    IroquoisPliskin
    Participant

    Download the latest beta, it has gesture support, you’ll have to set everything up yourself in the DEL menu Make sure to use default keys as I think the gestures only work for default key binds also obviously disable battleye or vorpx won’t hook. You can then only play solo, private servers or multiplayer servers with battleye off.

    IroquoisPliskin
    Participant

    Just wondering if anybody has tried binding gestures in Oblivion? I was able to get block gesture working perfectly and reload gesture to interact with doors and whatnot but from what I know the default keys don’t work really well and gamepad support is basically no support. With default keys for example to attack you have to unsheath with R key then left click to attack. But left click isn’t even in the default key binds in the option menu to bind a gesture to. It’s hard to explain without someone trying it themselves and if anybody finds out how to bind gestures to attack and cast magic I’d be very grateful.

    #217302
    IroquoisPliskin
    Participant

    Control+C hides and shows cursor by default keys, can change them obviously if need be.

    #216793
    Ralf
    Keymaster

    The fourth or fifth tutorial chart in the start room explains how all gamepad axes/keys are mapped to motion cotrollers via a shift key. That should help. Let me know if carefully going through the tutorial does not solve your issue.

    If it does help however, try to imagine how much easier you could have gotten into the game by just taking a minute or two for that right away. Both your ‘problems’ are taken care of in huge letters. Directly in front of your eyes, with cute little images even to make it less boring. It’s up to you to take that offer though. Noone can do that for you.

    Ralf
    Keymaster

    Normally there should no need to press any keys on the keyboard at all. If all works, motion controllers are all you need.

    Please first try to reset the game’s input settings. Per default motion controllers and gestures are translated to gamepad input. If gamepad input is disabled/changed, controllers won’t work ingame. Alternatively you can make motion controllers act as mouse/kb in the mod settings menu. Only try that as a last resort though, gamepad emulation is the preferred mode.

    There also seems to be some weird issue where sometimes controllers just don’work ingame although the vorpX controls work fine. Unfortunately I could only replicate that once here so far, not enough to find the cause of the issue. Restarting the game helped.

    Feltyham
    Participant

    By default my controllers had button-mapping to keys on my keyboard – then Vorpx uses those keys as bindings for the controller.

    However; it appears there is some gesture support for some games – just can’t get gestures to work for the Quest 2 so I figured it just wasn’t supported.

    After spending hours trying to get Vorpx to do what native VR games do; I’ve discovered that you have to just tweak the games to your own liking – but games like Fallout 3 felt clunky to me in Vorpx, same with Cyberpunk so I think I’ll just stick with native VR games.

    It is a neat piece of software, but I was expecting it to run non-VR titles like a VR game; it won’t feel as smooth – but if you take the time to tweak settings (graphics) it can look amazing just having a hard time with the lack of gesture control (I want to be able to aim my gun with my hand, not purely head-tracked – I got used to Fallout 4 VR and wanted to create a similar experience in Fallout 3).

    Sorry for coming back to this thread so late, got side-tracked with various things RL. I was really hoping a dev would reply but it’s okay

    f00dl3
    Participant

    I use Ubuntu Linux 22.04 w/ Steam Proton. Each Steam Proton instance has it’s own “containerized” installation, so I will be needing to install vorpX on potentially 10 or 20 instances and or create symbolic links. Can I use the same product key on all 20 instances or how does that work?

    CyberJ
    Participant

    You’re welcome :)

    My Apologies Senan, I was a bit foggy in the head when I wrote that (long night before lol).

    I completely forgot to mention that I also use an app that converts my PS4 controller into a Xbox360 controller which has the ability to map keyboard keys to my controller (arguably the most important part =| SMH).
    Anywho, I personally use reWASD which is NOT free, however I’m pretty sure there are free alternatives out there (x360ce as an example).

    So basically you could map keyboard keys to perhaps your LB and RB and achieve it this way.
    The only caveat here is that you would lose whichever gamepad buttons you mapped.
    This is why I use a PS4 controller as I essentially gain 5 extra buttons on the touch/click pad.

    CJ

    Senan
    Participant

    You can both disable and/or bind to other keys if you wish via the Vorpx Config app.
    Pop open the Config app and navigate to the “In-Game Key Bindings”, there you can configure it how you want it ;)

    I ran into the same problem a few times, so my solution with every game I play using Vorpx is to disable the “Vorpx” thumbstick presses in the “Del” menu.
    I use a PS4 controller and map both Vorpx Menu and Edgepeek to my PS4 touchpad corners.

    CJ

    Thanks for the response. Unfortunately, I’m not seeing an option for binding the actual gamepad buttons to anything (unless I’m missing something?); only keyboard shortcuts. Since I’m using an XBOX one controller, I don’t have anything extra to use with something like xpadder/joy2key. That’s why it’d be nice if we could use something like a compound button press for Vorpx.

    CyberJ
    Participant

    You can both disable and/or bind to other keys if you wish via the Vorpx Config app.
    Pop open the Config app and navigate to the “In-Game Key Bindings”, there you can configure it how you want it ;)

    I ran into the same problem a few times, so my solution with every game I play using Vorpx is to disable the “Vorpx” thumbstick presses in the “Del” menu.
    I use a PS4 controller and map both Vorpx Menu and Edgepeek to my PS4 touchpad corners.

    CJ

    #216462
    Karenballen
    Participant

    Just stumbled upon this thread, and it caught my attention. The idea of having a virtual keyboard that’s clickable with the mouse sounds pretty cool! I totally get the inconvenience of taking off the HMD every time you need to type something. While browsing online, I came across a solution called Infra Keyboard. It claims to provide virtual keyboard input without the need for physical keys. It might be worth checking out if you’re looking for a more seamless typing experience in virtual desktop environments.

    Ralf
    Keymaster

    vorpX reads (and later sends) Windows virtual key codes for keys you assign in the gamepad mapper. For the arrow keys that would indeed be 37-40 decimal.

    Just a theory: maybe KOTOR directly evaluates hardware scan codes and somehow mangles the virtual key codes into something else. Really just a guess though. Maybe there is an external gamepad mapping app that can handle a (fairly weird) edge case like this, but for vorpX that would be a bit too much.

    mburns2356
    Participant

    I am trying to play Star Wars Knights of the Old Republic 1 and the issue is that vorpX does not map the d-pad (UP,DOWN,LEFT,RIGHT) buttons on the controller to the actual dedicated arrow keys on the keyboard, but rather to the numpad directional keys. In the vorpX controller mapping, the d-pad is listed as UP,DOWN,LEFT,RIGHT, however when these are pressed KOTOR registers it as 8,2,4,6 respectively. It doesn’t matter if num-lock is enabled or not, KOTOR requires the character codes for the dedicated keys (38,40,37,39), not the numpad key values (104,98,100,102).

    There is no way to bind these numpad keys to directional keys in KOTOR, it must use the dedicated arrow keys. I tried to modify the game .ini file and there is no option. I have even gone so far as to remap the numpad keys to the dedicated arrow keys using Windows PowerTools Keyboard Manager, however this also does not work. I have tried this with the Oculus controllers as well as an Xbox One controller, to no avail.

    This functionality is important in KOTOR because it is the only way to navigate menu items without using the joystick to move the mouse cursor which is very slow and error-prone as an input method. I would imagine that this functionality is also important for many other games for similar reasons.

    What is needed is a way to set the controller mapping to use the dedicated arrow key keycodes, instead of the numpad arrow key keycodes. Perhaps a toggle to use one vs the other?

    Please let me know if this fix/feature would be possible and if I can provide any other information about this problem. I would be very grateful for your assistance if so. Thank you.

    #215967
    socode
    Participant

    Okay, I think I managed to beat the flat screen. Removed the folder “Plugins” from the directory bin/x64, put a new Standalone mod and run the game, flat screen. Unpacked the archive CET to bin/x64 folder, run the game from exe, all worked. I do not know if the intermediate run between mods and CET patch makes sense, but still.

    !!!WARNING!!! If you previously had another version of the game (especially portable), and now there is Steam, then after removing the portable version, be sure to clean the registry (eg through Auslogics BoostSpeed Registry Cleaner or something else), as he himself will not do it. It got to the point that the mod was installed in the wrong directory, which he showed in Explorer himself, or which I pointed him! All because of old registry keys, which led the installation of mods in the wrong place, and never mind that the game is no longer there.

    Unfortunately, the game is not playable at the moment in VR for other reasons:
    1) You can not choose the option of dialogue, not a hand, not a stick. Only with the keyboard or if you connect an additional gamepad from some console.
    2) Performance. When you rotate your head, there is a sense of missing frames. If you move the mouse, or rotate the sticks this problem is not, all smoothly. The pulse of the game in Steam looks like this:
    _||_||_||_||_
    All in the green range, but with gaps. Various experiments with the game and mod settings have shown that, in general, the situation does not change globally. Different settings make the game a little less twitchy or a little more twitchy. But you can’t get rid of it completely.

    There are other shortcomings, but most of them are solved by mods. Like GUI, sharp ICONS and etc.

    It would be cool to see a guide on “how to set up the game with the highest possible graphics and the lowest possible lag”.))

Viewing 15 results - 61 through 75 (of 548 total)

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