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xLokirx

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About xLokirx

  • Birthday 06/21/1995

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  1. When i play Latest IWBUMS player 1 and player 2 field of view (visible tiles) overlap each other causing a flickering effect ,only happens when both players are close to each other, and walls cuts are in both screens when one player stand close to the wall
  2. in normal build , the controllers are deactivated by default and you have to turn on what you'll be using for the game , in this build , the generic gamepad that windows puts in first is always selected as default so the other controllers don't do anything in the menus , plus i can't play splitscreen in this build because the second xbox controller is being ignored and just the generic gamepad and the first xbox controller is being recognized by the game , and i'm still having the triggers issue , the bumpers are having double function(from the triggers) and the triggers don't do anything , plus the game is not letting me change bindings for A,B,Y,X and D-Pads,Start,Back just triggers,bumpers and analog sticks , The normal build is great btw
  3. i was having a major bug , ps3 in direct input (without scptoolkit) , was locking the game , putting the console loading in an loop displaying last error forever and trying to read the controller , when i unplug the pad , it loads to the main menu , even with x360ce/xoutput wrapper , however scptoolkit hides de directinput mode and put a fake 360 controller which i control with the ps3 controller , so , some direct input devices can lock the game giving loop untill you unplug and then the game loads fine
  4. What controller are you using? ps3 controller mapped as 360 with scptoolkit Does the controller work? yes , out of the box , Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved?  the name for binds are kind of dev terms but it could change in the final build , the customization menu has limitations such as , cannot bind d pad , stick buttons , and the triggers not working in game (the actions are bounded to bumpers instead , so , if i hold right bumper , it would pan the camera around and melee at the same time ) , it could be improved by adding multiple bindings and context menu changes for using another buttons , like the A button for interact for example ... How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? inventory navigation is kind off with the bumpers changing containers , it could be better if the layout of the inventory screen changed to be like , containers on top from the left to the right , it could improve circling around then , using the radial menus is cool and actually good How would you like your gamepad play further improved? smash window option fixes , double button functions , like press|hold , free Binding , better inventory screen and adjusting to other resolutions Do you play in split-screen? If so, how is this beta playing? yes , just bought the game for that option , it is a great game to play single player too , and i have a brother who plays split-screen with me , the split-screen is so nice , theres not enough games that supports this today (for pc AND for consoles ... shame ) and seeing independent games like this bringing this options could be relevant to the mainstream in general (triple A industries are kind of lazy in this aspect) In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? i think you could put like two ways , if we could move , then you could change the d-pad to navigate menus while we can walk around and aim dealing with those scary zombie close calls , stopping the d-pad from registering radial menus and locking the interaction keys to the menus instead etc ... or we could stand still like in zombieU(zombie now) and be more careful about those situation that we could use inventory/crafting/healing/skills screens What other gamepad bugs or weirdness have you noticed in this build? you could make the gamepad type selectable so , 360 , ps3 , ps4 , X One change the image of controller and button prompts to respective buttons , This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? my game runs fine and my fps is limited to 30 or 24 for split-screen (not high end pc)
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