Thinking with Time Machine

Thinking with Time Machine

Buggy and Somewhat Lacking Xbox 360 Controller Support
Don't judge me. We all have our own prefered method to play Portal 2 and mods for it. I use an Xbox 360 Controller because it is more accessible than hunching over my laptop with the tradtional WASD and mouse input method. With that out of the way, here are some problems I am having.

The recording does not take into account controller button presses. For example, I crouch and it doesn't record the crouch. I do use a custom keybinding for the controller. It might be possible the mod is recording when keypresses happen rather than when events are called (like when I fire a blue portal it records when the left-click happened rather than when the event was called).

Also why isn't there a way to button map the record, stop, and play functions to the controller? There are some d-pad directions and back button that go unmapped.
Last edited by wildgoosespeeder; Aug 7, 2015 @ 5:27pm
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Showing 1-7 of 7 comments
KorDen  [developer] Aug 7, 2015 @ 10:38pm 
Originally posted by wildgoosespeeder:
The recording does not take into account controller button presses. For example, I crouch and it doesn't record the crouch. I do use a custom keybinding for the controller.
Mod records custom events, so you should bind them instead of normal actions.
E.g. you should use +JP instead of +jump, +US instead of +use, etc..
wildgoosespeeder Aug 7, 2015 @ 11:00pm 
Originally posted by KorDen:
Originally posted by wildgoosespeeder:
The recording does not take into account controller button presses. For example, I crouch and it doesn't record the crouch. I do use a custom keybinding for the controller.
Mod records custom events, so you should bind them instead of normal actions.
E.g. you should use +JP instead of +jump, +US instead of +use, etc..
So you are saying I should use the console (`/~) to bind the controller buttons to in-game events instead of the GUI? I shouldn't have to do that.
KorDen  [developer] Aug 8, 2015 @ 4:38am 
Originally posted by wildgoosespeeder:
So you are saying I should use the console (`/~) to bind the controller buttons to in-game events instead of the GUI? I shouldn't have to do that.
Yup, as of now you should use console If you want to make your own key layout for controller. Unfortunately we couldn't make custom controller settings GUI for TWTM due to Portal 2 engine limitations in the past, maybe we will have some ideas in the future, but not for now
wildgoosespeeder Aug 8, 2015 @ 12:03pm 
Originally posted by KorDen:
Originally posted by wildgoosespeeder:
So you are saying I should use the console (`/~) to bind the controller buttons to in-game events instead of the GUI? I shouldn't have to do that.
Yup, as of now you should use console If you want to make your own key layout for controller. Unfortunately we couldn't make custom controller settings GUI for TWTM due to Portal 2 engine limitations in the past, maybe we will have some ideas in the future, but not for now
I take it your ideas for a Portal 2 mod were too ambitious for the technical limitations presented throughout development? Have you tried to work with Valve since they designed the GUI to hopefully overcome these limitations so you could properly implement your ideas without fuss by your players?
KorDen  [developer] Aug 9, 2015 @ 1:25pm 
Originally posted by wildgoosespeeder:
I take it your ideas for a Portal 2 mod were too ambitious for the technical limitations presented throughout development? Have you tried to work with Valve since they designed the GUI to hopefully overcome these limitations so you could properly implement your ideas without fuss by your players?
In short, Portal 2 engine had much more bugs related to mods before TWTM release,
Current state is much better (let's say puzzlemaker was completely broken for mods till June 2014), but still not ideal - e.g. we can't make normal save-load menu, etc - such basic things still broken too... All mod teams (TWTM, AT, PS:M, etc..) contacted Valve, they (Valve) fixed some features, but not all, and it looks like they don't plan to fix them either...
Last edited by KorDen; Aug 9, 2015 @ 1:28pm
wildgoosespeeder Aug 9, 2015 @ 1:35pm 
Originally posted by KorDen:
Originally posted by wildgoosespeeder:
I take it your ideas for a Portal 2 mod were too ambitious for the technical limitations presented throughout development? Have you tried to work with Valve since they designed the GUI to hopefully overcome these limitations so you could properly implement your ideas without fuss by your players?
In short, Portal 2 engine had much more bugs related to mods before TWTM release,
Current state is much better (let's say puzzlemaker was completely broken for mods till June 2014), but still not ideal - e.g. we can't make normal save-load menu, etc - such basic things still broken too... All mod teams (TWTM, AT, PS:M, etc..) contacted Valve, they (Valve) fixed some features, but not all, and it looks like they don't plan to fix them either...
I've heard from another modder that created Portal Stories Mel that essentially the menus are just a bunch of spegetti code and very ill-structured. Essentially the Portal 2 GUI code works, but barely and is a mess for modders to tweak effectively.
Last edited by wildgoosespeeder; Aug 9, 2015 @ 1:36pm
Owl  [developer] Jul 1, 2016 @ 7:07pm 
Yup. Moreover, if you edit some of the UI elements, the whole layout will be messed up. It's like walking on a mine field.
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Date Posted: Aug 7, 2015 @ 5:17pm
Posts: 7