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Found 3 results

  1. Hello! I guess there is not that many controller or Steam Deck users which probably also means lack of feedback. I am a controller user myself (accessibility reasons) and since B42 is nearby I thought it's a good time to suggest a very simple to implement chage. From the very first day I got this game about one year ago one thing bothered me: invenotry and loot menus cover half of the screen. Even though it is possible to adjust those using mouse or touchpad it is far from comfortable (or precise/symmetrical/alligned for all the perfectionists out there), and then manually made changes don't persist. Half of the screen is enormous on 50" 4k TV by the way. That same month I made a mod which changes the math behind how it is drawn. It allows players to chose in percentage how much of the screen space said menus should take on their screen. This includes both vertical and horisontal space as well as positioning. Players can choose to have inventory on the left and loot on the right with plenty of open space in between to finally see their character or keep both menus together on the left. The change to the math behing calculating sizes works well for any common resolution including Steam Deck and split screen players. Chosen layout persists between restarts. Here is the vanilla part of code behind it in ISPlayerDataObject.lua: --some code else local ww = w local hh = h self.x1left = x; self.x1 = x; self.y1top = y; self.y1 = self.y1top + (hh/2); self.w1 = (ww / 2); self.h1 = (hh / 2); self.x2 = self.x1 + self.w1; self.y2 = self.y1; self.w2 = (ww / 2); self.h2 = (hh / 2); end --some code Here is the change I made to it: --some code else local x = getPlayerScreenLeft(playerID) local y = getPlayerScreenTop(playerID) local w = getPlayerScreenWidth(playerID) local h = getPlayerScreenHeight(playerID) local ms = CGUI.Options.ms --loot menu position (boolean) local mw = CGUI.Options.mw --inventory + loot width (%) local mh = CGUI.Options.mh --inventory height (%) local lmh = CGUI.Options.lmh --loot height (%) self.x1left = x; self.y1top = y; self.x1 = x; self.w1 = (w * mw / 2); self.h1 = (h * mh); self.y1 = h - self.h1; if ms then self.x2 = self.x1 + w - self.w1; else self.x2 = self.x1 + self.w1; end self.w2 = self.w1; self.h2 = (h * lmh); self.y2 = h - self.h2; end --some code Here are the screenshots at Steam Deck resolution plus settings used: Having mods is great, but when it comes to multiplayer one have to somehow reach to unknown person behind the server and make them add one more mod which is usually not possible. I would be so happy to see something like this implemented. Thank you, I love your game.
  2. Tybs

    [41.33]

    Playing with gamepad, IWBUMS version 41.33. In previous builds, when trying to open the menu for character information (and skills, health, etc), normally you follow this procedure: 1. Hold the SELECT button to make the radial menu show. 2. Use the right stick to select the required option. 3. Release SELECT to open the selected option. However, the radial menu currently disappears within half a second, despite holding SELECT. To select the requested option you need to respond quite fast, usually it fails. You can see this effect for player 2 in the video sample below at time 3:04. This also happens while playing solo, btw... quite harsh when you're bleeding out quickly and try to patch up your neck 😅 If behavior could be reverted to the previous situation, that would be much appreciated! Example:
  3. Playing with a PS4 controller. Whenever I open the new foraging UI, there is no way to navigate to a button that would close the foraging window. This worked correctly in the previous build. None of the other controls have the desired effect either, I'm stuck with the window until I close the game process by force. I suppose the keyboard might work as well, but I don't have one in my living room, so I couldn't check. Things like opening doors or fighting are also not possible when the window is open, so I guess I'm lucky I didn't get ambushed yet 😋
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