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Post by atom0s on Jan 29, 2015 11:25:07 GMT 10
At the moment, no. I do not hook the needed API to do this. As far as I can tell, CAPCOM made use of XInput for the controller support. They do not use DirectInput for it at all, as far as I can tell. I am also not familiar with XInput at all, but I can take a look into it and see how it works. Something like this ( a controller remapper ) could be done in a plugin though.
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Posts: 111
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Post by 80t on Jan 29, 2015 11:59:35 GMT 10
At the moment, no. I do not hook the needed API to do this. As far as I can tell, CAPCOM made use of XInput for the controller support. They do not use DirectInput for it at all, as far as I can tell. I am also not familiar with XInput at all, but I can take a look into it and see how it works. Something like this ( a controller remapper ) could be done in a plugin though. Yeah, a controller remaper would be great. The real problem though is with the game's engine that's enforcing more than one function per button. Like Map/Zoom on one button so if I remap the Map button, the Zoom function will also change to the new button... Or Status/Cancel... If I remap Cancel, then Status function will also change to the new mapped button... etc... which is frustrating... EDIT: any insight about the FPS Counter... ? Why it's displaying double the real FPS ?
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Posts: 154
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Post by atom0s on Jan 29, 2015 12:22:07 GMT 10
At the moment, no. I do not hook the needed API to do this. As far as I can tell, CAPCOM made use of XInput for the controller support. They do not use DirectInput for it at all, as far as I can tell. I am also not familiar with XInput at all, but I can take a look into it and see how it works. Something like this ( a controller remapper ) could be done in a plugin though. Yeah, a controller remaper would be great. The real problem though is with the game's engine that's enforcing more than one function per button. Like Map/Zoom on one button so if I remap the Map button, the Zoom function will also change to the new button... Or Status/Cancel... If I remap Cancel, then Status function will also change to the new mapped button... etc... which is frustrating... EDIT: any insight about the FPS Counter... ? Why it's displaying double the real FPS ? I am working on the remapper right now. XInput is actually very easy to work with surprisingly. No promises I'll get it working but so far so good. As for the fps, I can take a look later tonight. It was working fine for me earlier but I could have messed something up heh.
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Posts: 111
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Post by 80t on Jan 29, 2015 12:37:13 GMT 10
For the moment I have done this to "halve" the displayed FPS:
fps.count = fps.count + 1; to fps.count = fps.count + 0.5;
I know it might be a stupid "fix" but my coding knowledge is zero with tendency to -1...
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Post by atom0s on Jan 29, 2015 13:15:48 GMT 10
For the moment I have done this to "halve" the displayed FPS: fps.count = fps.count + 1; to fps.count = fps.count + 0.5; I know it might be a stupid "fix" but my coding knowledge is zero with tendency to -1... Yeah that may land up being what will be the fix but I want to make sure the reporting is correct or not before I make changes. I am using fps reporting code I made for another game which works fine so I am unsure why its not reporting properly in this game. But will check into it. As for the controller remapping, I have it working. Just going to do a little more testing before I am satisfied that it is working properly.
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Posts: 111
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Post by 80t on Jan 29, 2015 13:38:26 GMT 10
For the moment I have done this to "halve" the displayed FPS: fps.count = fps.count + 1; to fps.count = fps.count + 0.5; I know it might be a stupid "fix" but my coding knowledge is zero with tendency to -1... Yeah that may land up being what will be the fix but I want to make sure the reporting is correct or not before I make changes. I am using fps reporting code I made for another game which works fine so I am unsure why its not reporting properly in this game. But will check into it. As for the controller remapping, I have it working. Just going to do a little more testing before I am satisfied that it is working properly. Great news Not really my intention to pester you, but will the controller remapping addon (or script) have the ability to bind/unbind specific game functions to/from different controller buttons or just swapping the buttons ? Will it also support axis or those are a total different goose in another bag ? I was thinking about the Triggers being axis not actual buttons... not the Analog Sticks (since those are kinda irrelevent)
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Post by atom0s on Jan 29, 2015 13:47:06 GMT 10
Yeah that may land up being what will be the fix but I want to make sure the reporting is correct or not before I make changes. I am using fps reporting code I made for another game which works fine so I am unsure why its not reporting properly in this game. But will check into it. As for the controller remapping, I have it working. Just going to do a little more testing before I am satisfied that it is working properly. Great news Not really my intention to pester you, but will the controller remapping addon (or script) have the ability to bind/unbind specific game functions to/from different controller buttons or just swapping the buttons ? Will it also support axis or those are a total different goose in another bag ? I was thinking about the Triggers being axis not actual buttons... not the Analog Sticks (since those are kinda irrelevent) No, the remapping simply tells the controller you pressed a different button then what was actually pressed. So there is no way to tell it to call in-game functions. Also the only keys that you can remap currently are: - DPAD_UP - DPAD_DOWN - DPAD_LEFT - DPAD_RIGHT - START - BACK - LEFT_THUMB - RIGHT_THUMB - LEFT_SHOULDER - RIGHT_SHOULDER - A, B, X, Y This means that you cannot remap the left/right shoulder 2 buttons. (The back ones that currently draw your weapon and fire.) You cannot remap the joysticks either. This is mainly because they work in a very different manner which does not corresponds with the others. But the ones that can be remapped are all working for me. I do have to release another update to REHDHook though before I can release the remapping plugin since there is a bug with the configuration loader.
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Posts: 111
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Post by 80t on Jan 29, 2015 14:06:28 GMT 10
Ok. Thanks for clarification.
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Post by atom0s on Jan 29, 2015 14:37:16 GMT 10
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Post by atom0s on Jan 29, 2015 18:23:32 GMT 10
I have moved the download to here: www.dropbox.com/sh/fmrx2apd7hp5xti/AACRCY97Vf7uOoXh6_3XABwha?dl=0This is now a fully shared dropbox folder. All future releases, plugins and addons that I create will be posted into this folder for easier safe-keeping. I will still make announcements when things are added / updated, but for now on this is the link to use to get the latest files.
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Posts: 154
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Post by atom0s on Jan 31, 2015 3:24:55 GMT 10
SpeedTimerSpeedTimer is a simple addon to create an in-game timer text object showing the current play time. Useful for those streaming or wanting to keep track of their time during speed runs. (The timer starts as soon as the game is loaded. It resets once you start a new game or load an existing game.) To use this addon, simply place the speedtimer folder into your 'addons' folder, located at: \REHDHook\Scripts\addons\ Then use the following console command: /addon load speedtimer Downloadwww.dropbox.com/sh/fmrx2apd7hp5xti/AACRCY97Vf7uOoXh6_3XABwha?dl=0(The download can be found inside of the Addons folder.)
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Posts: 111
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Post by 80t on Jan 31, 2015 3:34:03 GMT 10
Is there any possibility at all to "hex" this game in order to move Cancel/Back function from "B" button to "X" button ? I'know I'm being paranoid with this, but I just can't play the game the way it is Nice timer btw
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Posts: 154
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Post by atom0s on Jan 31, 2015 4:05:05 GMT 10
AutoHideMouseAutoHideMouse is an addon that enables the auto-hide mouse feature that is built into the game but for whatever reason is not used. To use this addon, simply place the autohidemouse folder into your 'addons' folder, located at: \REHDHook\Scripts\addons\ Then use the following console command: /addon load autohidemouse Downloadwww.dropbox.com/sh/fmrx2apd7hp5xti/AACRCY97Vf7uOoXh6_3XABwha?dl=0(The download can be found inside of the Addons folder.)
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Posts: 154
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Post by atom0s on Jan 31, 2015 4:08:15 GMT 10
Is there any possibility at all to "hex" this game in order to move Cancel/Back function from "B" button to "X" button ? I'know I'm being paranoid with this, but I just can't play the game the way it is Nice timer btw It's possible but not at all that fun to try and hex into the exe. Is there something wrong with XRemap?
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Posts: 111
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Post by 80t on Jan 31, 2015 4:29:48 GMT 10
Is there any possibility at all to "hex" this game in order to move Cancel/Back function from "B" button to "X" button ? I'know I'm being paranoid with this, but I just can't play the game the way it is Nice timer btw It's possible but not at all that fun to try and hex into the exe. Is there something wrong with XRemap? No, there's nothing wrong with it. But that doesn't allow to remap game functions like Cancel/Back. It only allows for swapping buttons. And a button can have Cancel/Back/Status functions all bounded to it... so if I swap a button, all functions bounded to that button will follow the mapping. What I want its to only take Cancel/Back function from "B" button for ex. and put it on the "X" button. Type B Layout has: "B" - Status/Cancel/Back "X" - Run/Reload What I want to do is: "B" - Status "X" - Run/Reload/Cancel/Back Which can't be done by swapping buttons.
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