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0/10, please return your Master Troll title belt and leave immediately
I've seen this happen so many times when controller support is added to a game that it's hard to point the finger at the developer. It more likely stems from poor documentation that doesn't warn developers that this can happen.
Normally I'd yank out the unwanted devices but the last few times I've done that the USB controller has gone haywire and USB devices start malfunctioning. A reboot being the only fix.
The best workaround is to re-assign the axes manually in the launcher.
"how lazy are software devs becoming that they can't provide functionality to limit input to the exact controller(s) the user has chosen to support?"
your "solution" puts the burden -- which could be solved by ONE action, at the source, by doing some coding -- instead on the MANY users ... 1,000s, 10,000s, 1,000,000s, all responsible for "unplugging some cords" on their own individual stations?
it's not always convenient to unplug. sometimes we may be talking about a virtual controller in which case you have to uninstall the software entirely.
fwiw my very annoyed response to this topic is not specifically because of dismount -- i don't even own it (...and btw i had lots of fun playing the free version in the past and appreciate that, devs! ;)) -- it's because this is a problem with lots of programs, and it's very disturbing to see a bunch of ppl who obviously know nothing about good software design trying to excuse this, or beat up on the OP for a very reasonable request.
do me a favor, all u apologists in this thread: never become software developers. at least not until u educate yourselves a bit.
For those with more complex controller setups, it's already been mentioned in the thread that there's an input configuration window in the game launcher that allows the user to adjust the setup according to his or her own hardware so the wrong axis inputs are not read.
If beyond the above there's a problem that hasn't been communicated, then please let us know.
In the game launcher:
- Go to the Input tab
- Scroll down the list to find 'Axis1' and double click it
- Move any joystick axis that returns to a neutral postion
- Do the same with 'Axis2' through to 'Axis8'
- Click 'Play'
- Rejoice as the camera no longer moves on its own accord
You can set them all to the same joystick axis if you're not bothered about using a joypad. The Xbox pad has 7 logical axes (8 if you split the trigger axis), the dpad is considered as 2 axes. So setting the first 8 should have you covered.
Secret Exit:
It would be very handy if you could change the labels in the 'Control' column to represent what each axis does.
It is pretty lame to think that I should have to modify my hardware to make a program work...especially since it worked fine for 6 months and now they update the code and its compeltely BORKED.
The game is broken, period
Controller need an on/off option as the overide the keyboard/mouse and cause the camera to spin endlessly on systems with multiple joysticks/rudder peddals / wheels. Your code assumes that all controlers auto center like gamepads, many do not.