Talk:Gamepad UI in mods
Jump to navigation
Jump to search
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 who programmed the gamepadui for Valve is planning to release it open source. But she seems very busy atm and it'll prob 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, thensc_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)
- ✅ TEMPORARY WORKAROUND
- have your mod ready and optimized according to this article
- instead of launching the mod itself from Steam, select the game (Half-Life 2 or Portal) instead
- add the parameter
-game "C:\Program Files (x86)\Steam\steamapps\sourcemods\<yourmodname>"
(replace <yourmodname> obviously, and path if installed on a different drive) - launch the game (Half-Life 2 or Portal)
obviously not really suitable for mod releases. Valve might fix soon, the people who worked on it are aware of the lack of proper controller support.
Thanks to 🐸 frog for discovering this workaround. --Tea (talk)
I assume this won't work for mods with custom dlls --Mandrew (talk) 21:36, 27 July 2022 (PDT)