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BentoFoxParticipant
Oh and, if there is indeed a difference between controller layouts it might work to do something like this:
1. While [DEL] menu is open, do not accept emulated controls
2. Buttons are labeled by input number (1 = A, 2 = B, … 9 = StickL etc)
3. Pressing a gamepad button while menu is open jumps to that bind-entry (or flashes it, so you know what’s what)
4. holding a gamepad button for half a second prompts for inputting the bound key(s)Doing it like this would (for BUTTONS) make the bindings compatible with any controller layout and any controller driver without possibilities of having it swapped.
That being said… development focus should probably be put to other things for now, but it may be something to keep in mind/consider for later.
BentoFoxParticipantI’m using the Wireless version, what could also be, is that it’s “Original MS Drivers” vs “Custom Drivers” for the controller.
In the past I used a custom driver as this allowed me to map the triggers as either buttons or axises (which isn’t possible with MS drivers), but I’m now using the original drivers again. From that switch I can tell that simple things can indeed lead some button orders to shift or swap.
As for the Start/Select + Thumbstick buttons being swapped — indeed, this appears to be the accurate behaviour, I didn’t notice in my short test.
What about the “Control Smearing” / Echo though, do you have that on your end?
(When I touch the stick for a second to move and then release it, it keeps walking for a while before stopping instead of stopping directly.)BentoFoxParticipantHeya. For me it works just fine this way, no problems. :) I think what may have caused problems for him was, that he set TeamViewer to resize the Screen (cheaper streaming size), which the oculus doesn’t like.
In my case, I’d never uninstall TeamViewer, because I use it a lot lot lot. Perhaps the above guess is accurate though.
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