NIGHT-RUNNERS PROLOGUE

NIGHT-RUNNERS PROLOGUE

MelonBursTTT Mar 24, 2024 @ 9:29pm
Wheel Support?
I really enjoy the concept of this game but please add wheel support.
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Showing 1-6 of 6 comments
dirtydankdude Mar 25, 2024 @ 3:12pm 
Check out JoyToKey in the mean-time
I agree, wheel support would make this game 1000x better.
Aaron123 Mar 26, 2024 @ 4:51pm 
I booted with my new G920 plugged in. Sprinted through the WASD keyboard parts. Got to driving and...nothing...

Then I immediately Alt+F4'd. Sorry. This trailer looks too cool to use a boring controller.

I'll give mapping this to something like vJoy a try. Clearly it's got to emulate a bogus Xbox 360 controller just to get up and running. I'll report back if I have any success.

Edit: You can map this pretty easily in x360ce, which emulates an Xbox 360 controller. Give this a shot:https://www.x360ce.com/

With this software running in the background, I was able to get my steering wheel/pedals/shifter working by binding them against the standard game controller ABXY/sticks setup. I was able to drive down the highway a distance with this setup after about 5 minutes of setup with some tweaking.

Give it a shot because you'll probably need to futz with the settings in the Logitech G HUB app to get it feeling right.
Last edited by Aaron123; Mar 26, 2024 @ 7:20pm
Aaron123 Mar 30, 2024 @ 4:24pm 
This is for build STEAM_1.035

Thanks so much for adding native controller support. It picked up my Logitech G930 Wheel/Pedals/Stick out of the box in the CONTROLS menu once I got Logitech GHUB running in the background. I didn't have to have x360ce running, which is great.

Ideally the wheel would be bound as an analog axis to the wheel axis, but binding left/right separately works too for now, though seeing the wheel in-game wig out left and right is a little weird.

Only big thing missing is more fleshed out support for multiple bindable USB devices at once. For some reason, I cannot get my USB handbrake device to also be recognized simultaneously in the menus with the wheel controller, but it still works during gameplay! It will only display one or the other in the CONTROLS menu, so I have to unplug/replug each device, bind them separately, then plug them both in to play.

Here's for future builds:
[] - Bug: You can't shift while the phone UI is up! Oh no! I thought my car was broken :-)
[] - Get rid of the menu that warns 'NO BINDINGS FOR: [Array of missing bindings here]'. I have some other USB controllers like a handbrake that I bind for other game verbs, so if I'm missing a couple bindings on one controller it's OK, because I can still bind those verbs on the other available USB devices. Probably still leave like a little visual UI flag to denote that a binding is missing, but don't bar access from the other menus. It's actually kind of keeping me from easily configuring both without Alt+F4'ing a bunch of times and unpluggin/replugging devices. Strangely, it actually detects my USB handbrake and still works in conjunction with the wheel device during actual gameplay, despite the handbrake device not showing up in the list of configurable devices in the CONTROLS menu. So it's still bindable and functional in gameplay! Drifts work! But in the current build you gotta finesse binding the controllers or the UI fights you.
[] - Bindable support for missing game verbs. Need support for UI navigation on the wheel d-pad, as well as UI_accept and UI_decline (like A/B buttons) Additionally some combos aren't really documented like Zooming-In/Out on the GPS map. It seems like some functions are still hard-bound to the d-pad in some way that can't be configured by the user.
[] - Force Feedback support. I would imagine there's capabilities for it in the controller library you're using. If you hit something, you should feel it at least a little bit. Bonus points: Tie some weird effects to the dynamic sound filters, like a flanger activating would make a weird vibration left-to-right synced with the effect. That would be really nuts.
[] - Continued support on multi-monitor setup resolutions like 5760x1080. You can get this running fairly easily if you've got some monitors laying around. Size up the window on your build and see what UI assets make sense to stretch to the other windows. It looks great already with the highways rushing past you on each side. It actually looks like some of the work for this is already done on the UI side, the phone UI snaps to the left side; there's just a couple UI elements that don't span the entire window (like if you drive out-of-bounds, the black screen doesn't cover the entire window, only about 75% of the space).

As an aside...
[] - Probably don't worry about multiplayer until you can implement a rollback netcode like GGPO to provide a reliable experience for poor networks. Polish single-player before adding a half-assed multiplayer, despite it being a killer feature.

You guys have a really great experience that fills a niche obviously a lot of players are looking to fill. Great work so far! Good luck on your future builds!
Last edited by Aaron123; Mar 30, 2024 @ 4:24pm
Sawhil Sep 14, 2024 @ 5:09am 
I honestly agree but the binding the wheel left and right is horrible though and they need to fix it as it would really be cool
skibidi
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