Teslagrad Remastered

Teslagrad Remastered

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notboxbot Apr 22, 2023 @ 1:31pm
Joypad support on Steam Deck (and Linux in general)
While the game seems to run fine in general, it doesn't detect my XBOX360 pad correctly - instead it shows a generic gamepad with buttons named e.g. "Joy B0" instead of "[A]".
In addition, the button assignment is strange - "B" for "Menu"? The "special" functions (red/blue) aren't assigned at all.

All this can be fixed by re-assigning the buttons, but this shouldn't be necessary in the first place...

(The Windows version (even when run on Linux with Proton) doesn't have this problem - it shows the proper button icons and has sensible button assignments.)
Last edited by notboxbot; Apr 22, 2023 @ 1:33pm
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Showing 1-7 of 7 comments
Fredrik  [developer] Apr 23, 2023 @ 3:32am 
We have a little mechanism to help us out with automating button assignments.
In
$HOME/.config/unity3d/Rain/Teslagrad/ConfiguredGamepads
there should be one or more files describing how you have set up your custom button mapping.
If you map it as follows link[teslagrad.com], and let us know which button style to skin it as (xbox / dualshock / generic etc.), we can introduce your controller/driver combination into the automatic detection of the game.

a reference for finding the files[docs.unity3d.com]
Vaarel Apr 23, 2023 @ 12:16pm 
while im glad you put resources in here im not doing that and shouldnt have to for a game that should have controller support by default and should be patched for it.
notboxbot Apr 23, 2023 @ 1:52pm 
Let me first summarize the behaviour I'm seeing:
(Gamepad: wired XBox360)

Remastered version, Steam Input enabled:
- creates a "Steam Virtual Gamepad.asset" file
- displays *no* button glyphs, only text like "Joy B0"
- default mapping (↻ button) is unusable

Remastered Version, Steam Input disabled:
- creates a "X360 Controller.asset" file (contents virtually identical to above file, excepting the controller name)
- displays *no* button glyphs, only text like "Joy B0"
- default mapping (↻ button) is unusable

Original version, Steam Input enabled:
- creates "Microsoft X-Box 360 pad.asset"
- displays *no* button glyphs, only text like "Joy B0"
- default mapping (↻ button) is perfect

Remastered Windows version, run with Proton 7.0 on the same computer/OS:
- creates "Controller (XBOX 360 For Windows).asset" file
- displays correct button glyphs
- default mapping (↻ button) is perfect

So - it seems the controller detection code on Linux broke somehow during the remaster; perhaps a new bug in the Unity runtime?

In case you still find this useful, here's the contents of "Steam Virtual Gamepad.asset" file (after mapping as specified):
%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: ObjectHideFlags: 0 PrefabParentObject: _fileID: 0 _guid: _type: fileID: 0 guid: type: PrefabInternal: _fileID: 0 _guid: _type: fileID: 0 guid: type: GameObject: _fileID: 0 _guid: _type: fileID: 0 guid: type: Enabled: 1 EditorHideFlags: 0 Script: _fileID: 11500000 _guid: 55a6ab5097a8dde4ebe747f344f94480 _type: 1 fileID: 11500000 guid: 55a6ab5097a8dde4ebe747f344f94480 type: 1 Name: GamepadMapping _formatVersion: 1.0 _gamepadName: Steam Virtual Gamepad _customControls: - 97 - 100 - 119 - 115 - 32 - 273 - 274 - 275 - 276 - 27 - 9 - 0 - 0 - 0 - 7017 - 7016 - 7019 - 7018 - 330 - 332 - 0 - 335 - 334 - 337 - 333 - 0 - 7006 - 7000 m_ObjectHideFlags: 0 m_PrefabParentObject: _fileID: 0 _guid: _type: fileID: 0 guid: type: m_PrefabInternal: _fileID: 0 _guid: _type: fileID: 0 guid: type: m_GameObject: _fileID: 0 _guid: _type: fileID: 0 guid: type: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: _fileID: 11500000 _guid: 55a6ab5097a8dde4ebe747f344f94480 _type: 1 fileID: 11500000 guid: 55a6ab5097a8dde4ebe747f344f94480 type: 1 m_Name: GamepadMapping formatVersion: 1.0 gamepadName: Steam Virtual Gamepad customControls: - 97 - 100 - 119 - 115 - 32 - 273 - 274 - 275 - 276 - 27 - 9 - 0 - 0 - 0 - 7017 - 7016 - 7019 - 7018 - 330 - 332 - 0 - 335 - 334 - 337 - 333 - 0 - 7006 - 7000
Fredrik  [developer] Apr 23, 2023 @ 4:01pm 
is the customControls list different in any of these files when they are mapped correctly?
The controller names comes from the old input system in Unity. The only thing I can do is to list every detail per controller name. That's what we do in these files. Similar files are baked into the game. The ones that show on your machine is just there so that you can send them to us.

So it seems that if we just give our Controller (XBOX 360 For Windows) the alternative names of Steam Virtual Gamepad and X360 Controller, they should all work perfectly as a xbox 360 skinned controller. We will do that in the next patch then.
Last edited by Fredrik; Apr 23, 2023 @ 4:01pm
schtschv Apr 23, 2023 @ 8:35pm 
It would be nice if you could map both the left thumbstick and the d pad for directional movement. You can do it with the Steam controller customizer so its not a big deal but it would be nice.
(p.s. maybe this was already mentioned, if so i apologize, i cant read all that techno hyroglyphs)
Last edited by schtschv; Apr 23, 2023 @ 8:36pm
notboxbot Apr 25, 2023 @ 11:12am 
Originally posted by Fredrik:
is the customControls list different in any of these files when they are mapped correctly?
I just checked it with the remaster + Steam Input enabled - in "Steam Virtual Gamepad.asset" both customControls and _customControls change when I edit the mapping.

So it seems that if we just give our Controller (XBOX 360 For Windows) the alternative names of Steam Virtual Gamepad and X360 Controller, they should all work perfectly as a xbox 360 skinned controller. We will do that in the next patch then.
Thanks, I will try it out as soon as the patch lands!
notboxbot Jun 13, 2023 @ 10:15am 
After the recent update, the Linux version now displays proper XBOX360 button glyphs - nice.

One exception: the "Cloak Red" button is displayed as "D-Pad right", even though it's actually assigned to "RT"...

And: after restoring the default settings (↻ button), the mappings now *look* correct, but
the "Cloak Red/Blue" buttons (RT/LT) don't work at all!

However, this can be fixed manually (after which the "D-Pad right" glyph reappears).

So - the button configuration works better than before, but it's still not quite "there"... :-)
Last edited by notboxbot; Jun 13, 2023 @ 10:17am
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