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Rapporter et problem med oversettelse
If you're asking about VAC, then it's safe - Ori doesn't use it (check it's SteamDB page[steamdb.info]). I've played about six hours with this patch, and made a lot of hex-editing during it's development and everything is fine.
It looks like it bound the keys to my custom gamepad successfully, but unfortunately didn't solve the 'constantly moving left' issue I still had unless I disconnected the controller. Many people have this issue though and I'm not sure what causes it.
EDIT: Fixed by modifying the configuration program after holding shift when you start the game (set Joystick0's Axis 1 and 2 to your left joystick's X and Y axis -- rest don't matter so set it to something unused like your right joystick). That in combination with this fix helped solve all the controller issues I was having.
Thanks!
[TigerGame PS/PS2 Game Controller w/ SuperJoyBox Adapter]
A = 3
B = 2
X = 4
Y = 1
LShoulder = 5
LStick = 11
LTrigger = 7
RTrigger = 8
RStick = 12
RShoulder = 6
Select = 10
Start = 9
However, the RTrigger (the one for grab) didn't work for me despite the fix and I'm not at the point of the game to test LTrigger. The Rtrigger simply didn't do anything. I noticed other people had this issue with Grab not working with certain gamepads in other topics though, so I doubt it's related to this fix.
I had to solve that by using JoyToKey to bind that button to the keyboard's grab (shift). The rest of the buttons worked fine according to the layout I put into the ini.
P.S. Thanks for the config! Have you not mapped START button or it's just not survived copy\paste?
It looks like the map mode zooms don't work either. Since I bound Shift to my RTrigger, it fixes one of the zooms, but it looks like I'd have to come up with a solution for LTrigger since Keyboard uses different buttons for zoom + charged jump (while controller uses LTrigger for both). I guess I could ignore it or just bind my LShoulder button to CTRL in joytokey so I can keep charged jump as my LTrigger.
Kind of silly we have to do all this but whatever works.
It does detect my non xinput controller but it's far from perfect as the button layout is all messed up. Unplayable if your not using a xbox controller wich i don't plan on owning purely for the fact that i dislike it. A simple rebind option probably solves it. I expected more from a game with this reputation. ah well...
Thx for the info will try later.
Code: public static bool GetButton(XboxControllerInput.Button button, int userIndex = -1)
So, maybe you could try to remap those axes in Unity's remapper and see where it gets you.
Thanks! Could you share your ini file and controller name, so I can update the script with it?
[Logitech Dual Action]
A = 2
B = 3
X = 1
Y = 4
LShoulder = 5
LStick = 11
LTrigger = 7
RTrigger = 8
RStick = 12
RShoulder = 6
Select = 9
Start = 10
After some experimenting, everything works fine but I /did/ still have to use JoyToKey to remap the trigger buttons. Though from what I've seen that's a problem with the game, not the mapping.
Not sure why this happens, but you can try to redownload tool and unblock ZIP file[blogs.msdn.com] before unpacking. You can also unblock individual files that way, it's just more cumbersome.
Also, what Windows and PowerShell versions are you running? To get PowerShell version, find PowerShell in your start menu (or modern metro thingy) and launch it. Then type: