Talk:Gamepad UI in mods
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)