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My husband would love that. We have a list going on games that is broken on in our library alone. 😊
Plz! My Wooting One[wooting.nl] keyboard have shipped and arrives any day now and I am soon going to transition into using WASD for analog input, so that's right up my alley at the moment.
Edit: Though I guess my use is actually the opposite. Keep the controller buttons as kb+m while using XInput. Damnit.
Be the real master race
I don't know why it's behaving this way :-\ But it definitely needs better input processing. The menu's not even unsable in a ton of games because it can't keep the cursor from warping back to the center of the screen.
I've admired ReShade for how few lines of code it is, but I think I understand why it's so small now -- it's just the essentials, without the hundreds of thousands of lines of compatibility code that these projects require :)
I thoroughly enjoy writing code that's so complicated I don't even remember writing it sometimes, lol. And then there are simple things too, that make me happy... such as this new feature:
http://steamcommunity.com/sharedfiles/filedetails/?id=1084561572
Mass Effect Andromeda was driving me insane, so I took a look at a few games with the same level of mouse warpiness and added a new feature to tone down the anti-warp system.
This system has always been there, but the screen coverage area was not customizable and users were experiencing deadzones in the center of their screen where the UI would behave strangely without me ever explaining what was going on.
This should take care of all of that, probably in the most customizable way anyone's ever attempted for a mod like this -- granted the bar's not very high because I only know of ReShade and it didn't bother to address this issue :)
This is the biggest problem I've got with it:
It does some really weird stuff like load itself three times if I try to delay its injection. It's kind of a miracle that design doesn't crash more games. If you can't get your DLL loaded once, maybe try a second time, but three times is a bit much. I've never seen any other software do that.
RivaTuner Statistics Server has probably 5 different injection techniques, but it doesn't sit there and try all 5 of them until the software successfully explodes :) I have code in-place to delay RTSS, and RTSS will happily wait ~15 seconds before concluding that something's wrong. MIrillis can't even wait a couple of milliseconds.
I heard this was fixed but maybe it has something to do with that?
I have plenty of compatibility issues to address and lessons to learn the hard way. But it's what everyone who starts venturing off into this field encounters. Eventually I'll have a robust injection system capable of dealing with all of these things, but it takes time and effort and is probably the reason there aren't a lot of other crazy people doing this stuff :)
I can name b03b (3Dmigoto), Durante, Boris (ENB) and Crosire and then I start drawing a blank. Nobody else is crazy enough to do this stuff for donations, I think :P
I already handle more input APIs than just about any other software but the Steam overlay :) I think that alone has a lot to offer projects such as ReShade. I never set out to write a sophisticated input management system, I'm a graphics programmer after all, but if I can patch some problem spots in some other important PC gaming software using what I've learned, I'm happy to do it :)
I have honestly given up hope on ever managing to get that to work at the moment.
(EDIT: But with the game being almost 100% finished here now it's just about ready for removal anyway if there's no more content coming after this third pack coming out next week.)
Path of Exile turned to function just fine after some fiddling with disabling the option for that 64-bit buffer but the OSD won't appear for whatever reason when called from in-game.
(EDIT: So many compatibility options, so much to read up on and try to get some understanding on but it's fun though some tinkering here and there is needed depending on the game, trial and error but also a interesting learning experience heh failure driven success? Ha ha well that kinda sums up what I've been doing.)
So far though that's the only quirks I've discovered, (EDIT: And it's usually PEBCAK or what it's called so. :D ) some games (Atelier ones for example.) crash on exit but it's probably a config issue on my end and since the rest of the game is stable it's not a problem.
Going to be interesting to see what the newest version of SpecialK will do for ME: Andromeda, seems the FAR version was recently updated with something though I'm probably going to wait and see if EA/Bioware can't squeeze out another patch before resuming that game.
Definitively would be interesting to have a sort of SDK but I wonder how utilized it would be, can't hurt though.
(Awesome as it would be it's a little bit unrealistic for a handful of people to fix everything so it's a good idea.)
Depends on overall popularity and also complexity I'm guessing, ReShade is popular but even with going open source on Git there's not been that much activity as it's a pretty complex software though it's not been completely still either, just takes time. :)
...How many more compatibility issues could there be with the Steam overlay by the way?
(What, four or five releases now solving a couple of them each, did not expect that but it seems it's working fairly OK now, and then Valve tinkers with the code again in some client update.)
They have method that lets you create simple txt file in which you add exe in it for excluding.