Dolo @ Nov 16 2013, 10:01 PM wrote: I know you love me very much neroob, but don't feel obligated to answer me... especially to write this kind of post...
... I have to admit though, you are right about the pickups being overpowered, the lag and the physics...
Boucle-la alors !! Ça te fait tellement mal au cul de voir que j'ai raison que tu me parles d'elitisme et autres contributions que j'ai pu apportées ou non à la communauté... C'est pas le sujet, tu mélanges tout... Et je crois que j'ai certainement plus apporté par le passé à la communauté que toi tu ne le fais actuellement (d'ailleurs que fais-tu ?)... Donc ferme-la à tout jamais , j'ai pas envie de te parler et de te répondre donc j'espère que ce sera la dernière fois que j'ai à le faire... Et peu importe la manière dont je dis les choses, l'important c'est le fond du sujet donc parle-moi du fond... Mais là il semble que tu n'as plus grand-chose à dire...
Shut up then! It makes you so much pain in the a.s.s. to see that I'm right that you speak of elitism and other contributions that I have made ​​to the community or not ... This is not the subject, you mix everything ... And I think I contributed certainly in the past to the community that you do you currently doing (besides, what do you do?)... So shut up forever , I do not want to talk to you and answer you about this kind of post so I hope this is the last time I have to do... And no matter how I say things, what is important is the gist of the subject, so try to answer me about this gist... But then it seems for you i'm right, so you do not have much to say... (and we're not on rvhouse here)
Posted: 17 Nov 2013, 23:06
nero
-removed-
Posted: 17 Nov 2013, 23:34
Phantom
You 2 are so lovely when discuss, but even if you keep doing it you 2 still agree in the main point:
nero @ Nov 17 2013, 10:07 AM wrote: I have to admit though, you are right about the pickups being overpowered, the lag and the physics.
And I agree too.
And it is the only positive thing I must rescue. We-all-agree in the end.
And personally I think that Huki & Jig still don't believe us, or they believe we're inventing things.
Posted: 20 Nov 2013, 01:40
Skitch2
Hey guys hope your all well?
Thing is that there is lots of folks rattling on about having good quality track to online race but no one making them! not to blow my own trumpet but when i make a themed track its pretty dam good on the old Re-Volt but i just got totally fed up with the criticism. i don't mean the constructive stuff but the down right petty stuff. I see no reason why i should work my balls off for you lot to rip emm to shreds in the first few days of posting when there is nobody out there now making tracks of similar quality. I made Graphical error for an amazing tool called WolfR4 with use of all of its features before 1.2 was even used and ended up sending out a shitty version of it for the patch you lot were into at the time only for ( i mention no names) some of you to be damn right rude to me about its faults! I then create a fooking masterpiece in max for the high res project to try to boost interest in the newest features only for more messages followed by its seemingly removal from the download sites! so if you (Dolo) think that i am going to kowtow to the whims and bloody niggles about people who actually want to improve the game then i will indeed "just make tracks to run round on for my self" ( which i do ). Wonder why Gabor and Human are nowhere to be seen? it's because it is one of the most time consuming, painstaking art form as far as map creation there is as we can only do what we do because of advances that come from ideas and tools made by the community!
Posted: 20 Nov 2013, 04:06
nero
Skitch2 @ Nov 19 2013, 08:10 PM wrote: Hey guys hope your all well?
Thing is that there is lots of folks rattling on about having good quality track to online race but no one making them! not to blow my own trumpet but when i make a themed track its pretty dam good on the old Re-Volt but i just got totally fed up with the criticism. i don't mean the constructive stuff but the down right petty stuff. I see no reason why i should work my balls off for you lot to rip emm to shreds in the first few days of posting when there is nobody out there now making tracks of similar quality. I made Graphical error for an amazing tool called WolfR4 with use of all of its features before 1.2 was even used and ended up sending out a shitty version of it for the patch you lot were into at the time only for ( i mention no names) some of you to be damn right rude to me about its faults! I then create a fooking masterpiece in max for the high res project to try to boost interest in the newest features only for more messages followed by its seemingly removal from the download sites! so if you (Dolo) think that i am going to kowtow to the whims and bloody niggles about people who actually want to improve the game then i will indeed "just make tracks to run round on for my self" ( which i do ). Wonder why Gabor and Human are nowhere to be seen? it's because it is one of the most time consuming, painstaking art form as far as map creation there is as we can only do what we do because of advances that come from ideas and tools made by the community!
I wish I could muster enough willpower to craft together a neat little track in Zmodeler. But even if I do manage to make one, RVZ will still be lifeless and not even another "Jailhouse Rock" will change that.
That's what also keeps me from making tracks... no one will bother with them unless they're in the Month tracks.
Posted: 20 Nov 2013, 04:13
Skitch2
I do honestly believe that if RVA in the format is was when it was left by DSL and Scloink with daily news fast uploads and support for track/car makers Re-Volt would be huge! I miss Arto's Zone site sooo bad even with the grading system lol.
Posted: 20 Nov 2013, 22:13
Citywalker
Hi.
My 2 cents for this:
1)
I made Graphical error for an amazing tool called WolfR4 with use of all of its features before 1.2 was even used and ended up sending out a shitty version of it for the patch you lot were into at the time
Skitch, maybe you should continue doing tracks for WolfR4. I believe there is still an offline lot playing with that tool (it still has some things that V 1.2 doesn’t). Such people simply tend to be quiet. I know I am.
And I’m also still doing my things for WolfR4, too, just because it feels more complete than V1.2.
2)
RVZ will still be lifeless and not even another "Jailhouse Rock" will change that.
This meshes a bit with my first cent above. I honestly think that we need to find a replacement for RVZ, so new creations will be accessible again, and people will be motivated again.
As first option, I propose asking Last_Cuban at XTG. I sent my things to him and will send my next one, too.
Let’s offer him some volunteer help, too, and I think we would have a web presence again.
Posted: 25 Nov 2013, 03:56
r6turboextreme
I can't even create an account at the new website... Nothing works, the website is hard to read for me, and it feels so demotivational. I know it has been a lot of work, Zach, but this is hard to cope with.
Posted: 26 Nov 2013, 14:29
kajeuter
r6turboextreme @ Nov 24 2013, 11:26 PM wrote: I can't even create an account at the new website... Nothing works, the website is hard to read for me, and it feels so demotivational. I know it has been a lot of work, Zach, but this is hard to cope with.
Try Making an account on RVH, then it will also create an account on the site.
discussion wrote:blablabla
Boy, this just keeps happening and happening.........
Posted: 15 Dec 2013, 03:05
lain
Hello all)
Dear developers, need a new feature:
Need support win cup.mp3 and lose cap.mp3
Example (.inf):
I was playing on "The Mines of Alderon" and when I tried to watch replay...
[youtube][/youtube]
Posted: 28 Dec 2013, 14:31
Phantom
Please I'm looking for the link of the build Alpha 11.0312. I tried to download it from the RV1.2 Downloads page and the link is dead or maybe i have the wrong link.
Do you see any posts from huki or jigebren? No? Then there is no news. Use a bit of common sense...
Posted: 02 Jan 2014, 01:47
Cosmo_Kramer
I was thinking lately about things we can do and about a way how can we help to improve revolt, without giving too much work for huki& jig and other developers,since its obvius they dont have much time to commit to the online gaming lately.
Its about car skins.I think its was actually suggested somewhere before,but idea was that drivers expose their best car skins on forum.We simply vote for car skins that are the best,choose 2-3 versions for each car, and develops immplement it another update,so everyone who is using 1.2 (and we all are in rvhouse) would saw other player skins online.Every car would have i guess 2-3 diffrent skins,online racing would be more colorfull and things would look way diffrent,we would kill this same booring colors over and over...
It wouldnt be as we imagined it at first,to make your own car skin as u wish,but i think this is also a good start!But is it possible to do it easily as im thinking it is..?
What do house players think about this idea?
Waiting for develps answer also ofcourse !
Posted: 07 Jan 2014, 02:39
}!{enR
Re-Volt 1.2.13.0820, Supermarket 2, just before the start position: Image
I hope you guys hear from WeGo or GOG soon or something.
Posted: 08 Feb 2014, 21:46
Huki
First of all jigebren and I should thank Marv and co for their support in the GOG issue. Not sure what our next course of action will be (we'll probably ask We Go to let us manage the GOG.com release if they're serious about it), but I'm already relieved that the current version with our stolen patch was taken off.
Well, the next release is already long overdue, sorry about that.
In fact soon after the GOG release I had worked on a long missing feature, mostly out of curiosity. This release has support for the OGG format, and Redbook (original CD music) playback from hard drive. Note that the sound track is not included with the release. You just have to create a "music" folder inside the Re-Volt folder, and place the audio tracks inside, named from "TRACK02.ogg ... TRACK15.ogg". MP3 and even uncompressed WAV are allowed too, but not really tested.
The custom music feature also accepts any of the supported format. The track .inf keyword is still kept MP3 for compatibility, but you can now use OGG (recommended), MP3 or WAV (hey don't do that..).
The only other feature for this release, also something I've been thinking about for long, is some slight improvements in the Time Trial options and file management. You might remember that the game originally kept a global best times and a single ghost. In an early 1.2 release we switched to per-rating times (separate for each car rating Rookie / Amateur / etc). The number of sub-folders had also increased (inside the "times" folder we had Normal, Reversed, etc., and still inside a folder for each rating).
We have some changes this release:
The per-rating format is optional: you can now choose from Game Settings -> Split Times [Global / Per Rating].
There are no more sub-folders inside the "times" folder, the ghost and best times data are directly saved in that folder - with a suffix to denote the mode of track. For example, NHood1_N.times / NHood1_N.LapLocal for the Toys in the Hood 1 track in Normal mode. Similarly NHood1_R.times / NHood1_R.LapLocal for Reverse mode. That means it should be easy to rename your LapLocal to LapDownload and share your ghost with other players, without worrying about the folder paths.
If an unbeaten downloaded ghost is detected (<level>.LapDownload file), it is automatically used instead of your local ghost. Once it is beaten you'll switch back to your new local ghost. Further, it's easy to see if you have an unbeaten download ghost available for any track: if one is found, its time will be displayed in the Best Trial Times menu in blue.
All this would probably be more useful if someone writes a tool to easily rename LapLocal files to LapDownload and share them, but for now you'll have to do it manually.
Feel free to let us know if there are bugs or glitches in the new features.
As for bugfixes, this one reported by VaiD is fixed. It was just a minor bug in late joining / spectating feature, nothing to do with recent(ok, not so recent anymore) improvements to network code.
Download the new Alpha release 14.0208 here (changelog).
And translations for the new entries in the language files are welcome.
Posted: 08 Feb 2014, 22:26
Kipy
Thanks a lot Huki & Jigebren that you fixed the issues in offline spectating
Posted: 09 Feb 2014, 00:59
VaiDuX461
Glad to hear that late join was fixed .
For those who want to try out REDBOOK music from HDD, can download my patch. Ripped straight from the PC CD version. MP3 files, 128 bitrate, 44100 Hz sample rate.
Posted: 09 Feb 2014, 06:17
Alphacraft
Nice to see you again, Huki. I love the new patch, using OGG's instead of a virtual CD saves a nice chunk of HDD space. There's just one thing I'm curious about. Does the new patch support gapless transitions between songs? I was racing along and the music switched very un-gaplessly. Is this a problem on my end, or did this ever work since RV's original release?
Posted: 09 Feb 2014, 17:36
Dioda313
I have 2 bugs, maybe only me, but:
1. Carboxes don't work, when I use
TCARBOX "cars\Army\carbox.bmp"
2. Some cars are invisible or white, I don't know why.
Posted: 09 Feb 2014, 19:38
urnemanden
Thanks a lot for the new release!
And now for something odd I ran into today / a note for linux users:
If you edit a track's *.inf file using a native linux notepad, Re-Volt might not be able to interpret the last line in the file. Solution is to use the 'notepad' application WINE provides. I haven't had any luck saving a file from native linux notepad app yet, not even with Windows line endings and UTF-8 encoding.
Had quite a bit of a headache trying to find out why an MP3 file wouldn't play because of this.
Another note for those struggling with saving 32-bit bmp images with GIMP:
You can use imagemagick and do a convert from 32-bit PNG to 32-bit BMP. this works quite well and saves the BMP files correctly for Re-Volt to open.
Posted: 09 Feb 2014, 21:59
sebr
Strainge bug with last patch
In multiplayer Revolt crash randomly 4 times in 30min (never happened like this before)
Eache time when host restart race
And when i late join there are 2 SebR ...
Posted: 09 Feb 2014, 22:05
sebr
urnemanden @ Feb 9 2014, 03:08 PM wrote: ... And now for something odd I ran into today / a note for linux users:
If you edit a track's *.inf file using a native linux notepad, Re-Volt might not be able to interpret the last line in the file. Solution is to use the 'notepad' application WINE provides. I haven't had any luck saving a file from native linux notepad app yet, not even with Windows line endings and UTF-8 encoding.
Had quite a bit of a headache trying to find out why an MP3 file wouldn't play because of this.
never noticed that on linux, i'll check it soonly
urnemanden @ Feb 9 2014, 03:08 PM wrote:Another note for those struggling with saving 32-bit bmp images with GIMP:
You can use imagemagick and do a convert from 32-bit PNG to 32-bit BMP. this works quite well and saves the BMP files correctly for Re-Volt to open.
Or when exporting bmp from the gimp tick the color compatibility option ...
In English : "Do not write colour space information"
In french : "Ne pas Inscrire l'information de couleur"
Posted: 12 Feb 2014, 19:56
sebr
urnemanden @ Feb 9 2014, 03:08 PM wrote: And now for something odd I ran into today / a note for linux users:
If you edit a track's *.inf file using a native linux notepad, Re-Volt might not be able to interpret the last line in the file. Solution is to use the 'notepad' application WINE provides. I haven't had any luck saving a file from native linux notepad app yet, not even with Windows line endings and UTF-8 encoding.
Had quite a bit of a headache trying to find out why an MP3 file wouldn't play because of this.
@Urne : I try to add a mp3 song with Gedit : The Sun Won't Set => MP3 'The Sum Won't Set.mp3'
And it didn't work ...
I renamed it as : MP3 'The Sum Won t Set.mp3'
and it play perfectly
I think all special characters are the main probleme : 'The Sum Won't Set.mp3'
or give me an exemple that i can try
Posted: 12 Feb 2014, 22:52
urnemanden
sebr @ Feb 12 2014, 03:26 PM wrote:
urnemanden @ Feb 9 2014, 03:08 PM wrote: And now for something odd I ran into today / a note for linux users:
If you edit a track's *.inf file using a native linux notepad, Re-Volt might not be able to interpret the last line in the file. Solution is to use the 'notepad' application WINE provides. I haven't had any luck saving a file from native linux notepad app yet, not even with Windows line endings and UTF-8 encoding.
Had quite a bit of a headache trying to find out why an MP3 file wouldn't play because of this.
@Urne : I try to add a mp3 song with Gedit : The Sun Won't Set => MP3 'The Sum Won't Set.mp3'
And it didn't work ...
I renamed it as : MP3 'The Sum Won t Set.mp3'
and it play perfectly
I think all special characters are the main probleme : 'The Sum Won't Set.mp3'
or give me an exemple that i can try
Here is an example case. I saved this using gedit 3.10.4. The mp3 file isis.mp3 would not load for me in this case. But if I create a comment underneath or save the file with wine's notepad, it works fine. Anyway, it's not really an issue i think it worth investigating,..
What version of gedit are you using?
Posted: 13 Feb 2014, 01:16
jigebren
urnemanden @ Feb 12 2014, 06:22 PM wrote: Here is an example case. I saved this using gedit 3.10.4. The mp3 file isis.mp3 would not load for me in this case.
It worked for me... (on Windows) and I see no issue with the file you supplied. Are you sure this is actually the failing one?
Posted: 13 Feb 2014, 04:30
sebr
jigebren @ Feb 12 2014, 08:46 PM wrote:
urnemanden @ Feb 12 2014, 06:22 PM wrote: Here is an example case. I saved this using gedit 3.10.4. The mp3 file isis.mp3 would not load for me in this case.
It worked for me... and I see no issue with the file you supplied. Are you sure this is actually the failing one?
works fine for me too on linux
i use gedit 3.8.3
It strainge that your track folder is : Isis
and you use : MP3 'levels\isis\isis.mp3' on isis.inf
but if it works for me it should work for you too Urne
Posted: 13 Feb 2014, 23:42
Huki
sebr @ Feb 9 2014, 09:59 PM wrote: Strainge bug with last patch
In multiplayer Revolt crash randomly 4 times in 30min (never happened like this before)
Eache time when host restart race
And when i late join there are 2 SebR ...
Thanks for the report.. found the problem and fixed it.
I've moved the weapons and collision discussion over here in case anyone's wondering.
Posted: 14 Feb 2014, 00:04
Phantom
Tuc's question at RVH about the new Time Trial system.
<Tuc> let's imagine I have 322 files (atually it is true), and I want keep all, what can I do?
<Tuc> renaming all manually?
---------------
Also, I remembed something I would like to be fixed if possible. Look at this screenshot:
In spanish at least, the "Star Found" text in Practice Mode is always a bit to the right. This happens since 1.1 if i'm correct. Can you allign it?
Posted: 14 Feb 2014, 00:19
Huki
Phantom @ Feb 14 2014, 12:04 AM wrote: Tuc's question at RVH about the new Time Trial system.
<Tuc> let's imagine I have 322 files (atually it is true), and I want keep all, what can I do?
<Tuc> renaming all manually?
Can you explain a bit more.. what 322 files, keep what?
Hmm, if you mean the old time records and ghost file generated by old v1.2A builds? Don't rename them, the file format has changed too. Just delete.
On the other hand, times generated by v1.1, or the v1.2B will be automatically "imported" to the new location as you play those tracks in time trial.
And I'll see about the language files.
Posted: 21 Feb 2014, 22:29
Phantom
I don't know what to say and I'm sure my opinion doesn't matter very much now.
You will hate me for the following, but whatever.
Ofcourse we could just pretend you were making a non-funny joke here but knowing how serious you are with this kind of stuff, I was very sure you weren't joking and you actually meant it, so I decided to do the proper tests by myself on the patch and guess what, you were right! the new Alpha 14 does not read times or ghosts made with older alphas even after renaming them. You've just killed the previous time trial system for a new one and the files made with older alphas aren't compatible with this system. Oh my god what were you thinking!
Do you know that some of the people's best times were made on previous alphas? And for some people those world record .times and ghosts are indeed important and valuable. And now you say "just delete them"?
If we understood correctly as I think we did, the only way to keep them alive and running is by sticking to Alpha 0820 or prior. Why do you continue giving people reasons to use old patches?
The new Time Trial system wasn't necessary at all. I don't even know who suggested it and why, because the previous one was perfect. Having all those sub-folders was never a problem, it was wonderful to finally have a nice per-rating organization, very useful and ordered by modes. I don't see anybody in the community that ever complained about it, you had made an excellent decision when you created it and it was working flawlessly. But now all the files are mixed in 1 single folder and with suffixes! I noticed that if I make a time with rookie car, and then I beat this time with a car from a different rating it doesn't generate a new file for the other rating. This is very frustrating because I want to have my Sprinter XL times completely separated from my Toyeca times, in different files and folders. And now this system packages both ratings into the same file even if I choose per-rating mode in Game options. Also this Global option -which I consider useless- comes enabled by default, while it should be the optional because the Per-rating mode is the most useful. In resume, this new system is indeed a mess, and frustrating.
I know that you produce new features for free, when you have time and for the pleasure of it, you've made that clear many times. But I don't get it how such a delicate change wasn't asked to the the users before.
Sorry, but with this system I definitely won't be using this new patch for Time Trial. I may use it for the rest, but you are giving me an explicit reason for sticking to alpha 0820 and I don't get it how could you think that this was a benefit for the users.
Posted: 22 Feb 2014, 00:27
Balint12
Phantom wrote:...
^Exactly!!!
Posted: 22 Feb 2014, 04:38
Kenny
To be fair, its still an alpha version.
I know you are most likely pretty much aware of this fact and are probably sick of hearing it as an excuse for anything but you just can't expect full functionality and/or full backwards compatibility for every part of the game throughout the development of the patch, especially as long as its labeled "Alpha" (because thats not just a fancy name).
And all time trials from the original and Beta version are still supported/automatically updated so you can't say that he just recklessly implemented this feature.
Thats just my 2 cents here anyway, the question whether the time trial format was better in the older Alphas or not is a different question but I have a feeling that you are mostly upset about this because all the times you did in the previous Alphas are not supported anymore (assuming that huki doesn't revert his changes or doesn't put up some kind of converter to update the time trials from the older Alphas to the new format).
Posted: 22 Feb 2014, 17:28
Phantom
I won't say I'm happy for not being able to load my ghost files in this patch, but being honest I can simply decide to just use 0820 or earlier for Time Trial, that will require a separate Re-Volt folder in my computer just for that but that doesn't upset me so much.
What makes me sad is that the new system is bad over a previous system that was great, I'm trying to understand why a feature that was working brilliantly, commonly appreciated, not criticized, and not reported by the users is suddenly changed for something new that I'm sure required a lot of work and time to build but it wasn't needed at all, it was not requested here in the forums, and not discussed. And overall the change is bad-frustrating instead of being a nice surprise.
I mean, it was a bit obvius that this change wouldn't be well seen by users. It was about time for somebody to test it to find its failures, the suffixes to define mode is bad idea, the files all together in a same folder aswell, the files that merge different ratings into the same .times and .laplocal even more. I can't find 1 good thing in this new system while the previous one was simply perfect and organized.
Posted: 22 Feb 2014, 21:46
Citywalker
Huki, it is high time that you started _asking_ people before you change something. A poll, at least?
Posted: 06 Mar 2014, 16:49
Abc
Great release!
Could you finally fix the custom shadows cheat problem due to parameters for hidden stock cars like Probe UFO or Mystery?
what about adding dc cars to "trusted" car list?
also, physics turned hell unrealistic
And. Why on earth gazzasaicar's AI wasnt updated with improved ai code? (its still the original acclaim ai code)
Posted: 24 Mar 2014, 04:01
gdfsgdfg
Well I would like to re-install re-volt to see this new patch but do we still need rv house to play online? If yes then I'm going back on my words. The last time I uninstalled rv house was when it was empty all the time.
Posted: 30 Mar 2014, 01:16
OdieHerpaderp
I'm not sure if this would be the best place to ask this sorta thing, but i can always try, heh.
A few months back, i got me a new korean 1440p monitor and noticed i couldn't run re-volt in anything higher than 2048x2048. With 1440p and 4k (3840×2160) consumer-grade monitors and TVs around the corner in mind, wouldn't it make sense to bump up the max res to something like 4096x4096 or remove the resolution cap entirely?
-Odie
Posted: 30 Mar 2014, 03:39
jigebren
@Odie
There's no such restriction as far as I remember, and v1.2 has already been used on triple-screen which I presume is wider than 2048. The only restriction I'm aware of is that only the first 256 display modes are actually listed in Re-Volt.
So, unless you're hitting the restriction above, maybe the 2048 limit has something to do with your OS or with the gfx card drivers.
Posted: 24 Apr 2014, 04:27
MirkoGT97
Hi all, I tried the new patch on Re-Volt and I have to say that it is phenomenal, I just installed on my mod under construction. I would have only one problem ... Being that I'm creating a mod Re-volt inspired Gran Turismo 1, in the FrontEnd I would like to imitate the original Gran Turismo section of the menu (the part where you choose the machine: volglio make sure that the machine turns on itself) and I was thinking of using the model barrel.m but that model lacks the collisions. Another aspect that I want to add to my mod if you could in a future patch the ability to place multiple sounds for the engine of the car ...
All this can go any in a new patch?
Thank you so much
P.S. I'm Italian and I do not know English well so I used Google translator xD
Posted: 17 May 2014, 18:52
coNNecTT
Hi, could you please fix this? When setting the controls for controllers, steering only accepts axis, buttons dont work.
Posted: 19 May 2014, 11:13
Abc
coNNecTT @ May 17 2014, 10:22 AM wrote: Hi, could you please fix this? When setting the controls for controllers, steering only accepts axis, buttons dont work.
Hmm, could be problems related to Z axis
some joysticks have this problem (like sidewinder's accelerator)
Tell us your controller name, it will help, also, did you tried in 1.1 or earlier?
Posted: 19 May 2014, 19:57
coNNecTT
Abc @ May 19 2014, 06:43 AM wrote:
coNNecTT @ May 17 2014, 10:22 AM wrote: Hi, could you please fix this? When setting the controls for controllers, steering only accepts axis, buttons dont work.
Hmm, could be problems related to Z axis
some joysticks have this problem (like sidewinder's accelerator)
Tell us your controller name, it will help, also, did you tried in 1.1 or earlier?
I used 2 acme controllers http://www.kalina.com.ua/images/acme/ga ... a_02_b.jpg , 1 controller i dont remember how it's called and cant look it up cause im not home, 1 xbox controller. I think it's just not letting me set buttons for steering controls.
Posted: 19 May 2014, 23:02
Abc
coNNecTT @ May 19 2014, 11:27 AM wrote:
Abc @ May 19 2014, 06:43 AM wrote:
coNNecTT @ May 17 2014, 10:22 AM wrote: Hi, could you please fix this? When setting the controls for controllers, steering only accepts axis, buttons dont work.
Hmm, could be problems related to Z axis
some joysticks have this problem (like sidewinder's accelerator)
Tell us your controller name, it will help, also, did you tried in 1.1 or earlier?
I used 2 acme controllers http://www.kalina.com.ua/images/acme/ga ... a_02_b.jpg , 1 controller i dont remember how it's called and cant look it up cause im not home, 1 xbox controller. I think it's just not letting me set buttons for steering controls.
you should set axis not button, unless you use an uncommon style for playing.
i dont know what else, can you actually try when you can and report back?
Thanks
Posted: 20 May 2014, 14:52
coNNecTT
Abc @ May 19 2014, 06:32 PM wrote:
coNNecTT @ May 19 2014, 11:27 AM wrote:
Abc @ May 19 2014, 06:43 AM wrote:
Hmm, could be problems related to Z axis
some joysticks have this problem (like sidewinder's accelerator)
Tell us your controller name, it will help, also, did you tried in 1.1 or earlier?
I used 2 acme controllers http://www.kalina.com.ua/images/acme/ga ... a_02_b.jpg , 1 controller i dont remember how it's called and cant look it up cause im not home, 1 xbox controller. I think it's just not letting me set buttons for steering controls.
you should set axis not button, unless you use an uncommon style for playing.
i dont know what else, can you actually try when you can and report back?
Thanks
Yea, i can set steering controls with analog sticks, but everyone prefers buttons over analog sticks. Acme controllers have a button which turns dpad into axis output, but xbox controllers dont have that and etc.
Posted: 21 May 2014, 10:35
Abc
coNNecTT @ May 20 2014, 06:22 AM wrote:
Abc @ May 19 2014, 06:32 PM wrote:
coNNecTT @ May 19 2014, 11:27 AM wrote:
I used 2 acme controllers http://www.kalina.com.ua/images/acme/ga ... a_02_b.jpg , 1 controller i dont remember how it's called and cant look it up cause im not home, 1 xbox controller. I think it's just not letting me set buttons for steering controls.
you should set axis not button, unless you use an uncommon style for playing.
i dont know what else, can you actually try when you can and report back?
Thanks
Yea, i can set steering controls with analog sticks, but everyone prefers buttons over analog sticks. Acme controllers have a button which turns dpad into axis output, but xbox controllers dont have that and etc.
Wrong, Everyone prefers analog for steering, you should play with keyboard then, or a gamepad with digital buttons.
Xbox is different, it uses XInput instead of DirectInput, and it behaves erratically on directinput (LT and RT are z axis instead of triggers, left stick tends to go to the right more than left.