Talk:Gamepad UI in mods: Difference between revisions
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This guide is really good. If only Valve gave us the gamepad support code so mods with custom binaries could use it though. --[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 15:26, 10 June 2022 (PDT) | This guide is really good. If only Valve gave us the gamepad support code so mods with custom binaries could use it though. --[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 15:26, 10 June 2022 (PDT) | ||
The <strike>frog</strike> person who programmed the gamepadui for Valve is planning to release it open source but she is very busy atm and it'll take some time -- [[User:Raybe|Tea]] ([[User talk:Raybe|talk]]) | |||
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Revision as of 15:17, 11 July 2022
This guide is really good. If only Valve gave us the gamepad support code so mods with custom binaries could use it though. --Mandrew (talk) 15:26, 10 June 2022 (PDT)
The frog person who programmed the gamepadui for Valve is planning to release it open source but she is very busy atm and it'll take some time -- Tea (talk)
So, did anyone figure out how to actually make it work on (e.g. Steam-) Controller?
I tried a few things that didn't work:
- ❌ sc_force_action_manifest hl2
- doesn't seem to work.
- ❌ sc_enable 1
- doens't do anything (is 1 by default)
- ❌ sc_controller_mode 1
- doesn't do anything (is 0 by default)
- ❌ all of the above in autoexec.cfg, doesn't work
- ❌ copy steam_input/action_manifest_hl2.vdf
and editing it to be [modname]-specific instead of HL2-specific, then sc_force_action_manifest [modname]
(still tries to load from Half-Life 2 folder, not relative mod folder - and even if you copy [modname]-specific files there, I couldn't get it to work.
Ideas are appreciated! --Tea (talk)