Zenohell

Zenohell

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ThreeSon Nov 24, 2017 @ 8:32am
PS4 controller no longer works
I'm nearly positive I played this game using the PS4 controller when I first got it, but I think a recent Steam client update may have broken it (I'm on the Steam beta branch).

If the PS4 controller is turned on when Zenohell is launched, no input from the controller does anything in the game. Also, the keyboard doesn't work either - the only key that the game recognizes is the ESC key. If the PS4 controller is turned off, the keyboard works fine.

It seems to be a problem with the way the game communicates with the Steam client, because if I disable the PS4 controller in Steam and use DS4Windows instead to manage the controller, then everything works without any problems.

The PS4 controller still works fine in Zenodyne, Fire Arrow, and Jet Buster. It's only Zenohell that is having problems.
Last edited by ThreeSon; Nov 24, 2017 @ 8:42am
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ThreeSon Nov 24, 2017 @ 8:42am 
Never mind I think I fixed it. I went into the config.ini file and changed "joytype" from "2" to "0" and now it's responding again. That setting is still at "2" for the other TGF-developed games I own, but for this game it seems to need "0" for the PS4 controller to work.

I'll reply to this post if there are any further problems.
patan74 Aug 18, 2019 @ 10:48pm 
gracias, znk. :D
BPze  [developer] May 4, 2022 @ 10:36pm 
I'm going to lock this thread and mark it solved, but I'll explain in a bit of technical detail what was going wrong here:

All of the older Team Grybanser Fox games are made in Game Maker Studio 1.4. For joystick/gamepad support, there are two sets of functions. Zenohell, being the oldest of the games, used the older functions as the defaults, and only fell back onto the newer ones if it couldn't detect joysticks at all using the old functions. Somewhere along the line, joystick_pov broke, I suspect due to a Windows Update who knows when, but because the rest of it still works it's erroneous input jams the menu controller from accepting inputs.

This can also sometimes happen if one's analog stick wears out and doesn't sit at center very well, which is why the *joytype* option was implemented in the first place. I plan to address the above issue later this week which will bring Zenohell's gamepad code more in line with Zenodeath, which will also fix having to restart the game to detect the stick if it disconnects.
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