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*** Vendetta 1.8.363

Dec 07, 2015 meridian link
- Fixed mouse becoming visible when using the mousewheel while flying in space.
- Fixed issue with not being able to toggle the navmap and mission log with the n/m keys while in space.
- Improved usability of the UI when using a gamepad.
- Added ability to use a gamepad in the navmap to manipulate your navigation route. When the navmap is highlighted, press A to activate it. Then use the D-pad to highlight a sector and press A to select it or long-press A to add it to your existing route.
- The gamepad help menu now highlights the relevant controls in the Offline Training Simulator.
- The HUD is now locked to the ship instead of the player's view in the Offline Training Simulator demo scene when in Rift VR mode.
Dec 10, 2015 Death Fluffy link
Was the game pad navigation ability meant to include joysticks? I'm not complaining, though I'll continue using my mouse instead of the js.
Dec 10, 2015 abortretryfail link
My joystick didn't seem to do anything for menu navigation and I was playing for hours last night.
Dec 10, 2015 incarnate link
No, this is gamepad-only, and specific to the Xbox One/360, PS4, and Logitech F710 controllers, or other gamepads that explicitly represent themselves as Xbox controllers to the OS.

Basically, there's a whole gamepad-controller "concept" that's built around the Xbox 360/One controller in windows, and a lot of people are standardizing on it.. from Windows 10 to Android/GoogleTV to Oculus Rift to whatever. So we're just trying to have the game be fundamentally "usable" by those fixed cases (aside from players wanting this, it's also a necessity for us to get free marketing and featuring, or even fundamental approval, from these platforms).

The broader concept of "Joysticks" in general are a trainwreck to support, we could never implement/test this generically for other types of sticks, as they aren't standardized for featuresets. Some joysticks will have the PoV top-hat be a D-pad, others will have those show up as "axes", others will show those as "buttons", it's ridiculous.

In fact, if we just did what Microsoft wants everyone to do in Windows 8+, we wouldn't even support flightsticks at all. But, we think that's horrible, so we're maintaining our player-configurable DirectPlay interface, even though it's no longer supported by Microsoft (apparently as far as they're concerned, only Xbox controllers exist, now). We will absolutely maintain flightstick support, via any means we can, until the end of time. But these new feature changes are built specifically for gamepads.

I suspect it's probably possible to bind things in the right way to be able to use a joystick to navigate, but I would have to ask Ray what's involved to do that.
Dec 10, 2015 Death Fluffy link
Well, my Logitech Extreme 3D Pro is working like a mouse. The primary trigger acts as the left mouse button while the secondary trigger acts as the escape button. It's no big deal, I was just curious and it may come in handy sometime.
Dec 18, 2015 Keller link
A potential issue here is that customized colorization of sectors is no longer being displayed to the navmap. Please advise.
Dec 18, 2015 jordanmorgan14f link
Yah this update broke the colorization of bot inhabited sectors by the plugin NavComp. Would really like to see if there is a fix, because I'm not sure if the creator of NavComp is still active
Dec 18, 2015 yodaofborg link
So basically if the controller supports Xinput it should work, and under Linux/OSX it's a no go? Cool I guess.

As for plugins breaking, well, plugins do break with updates, and it is one reason they are not officially supported. Even if the original plugin author is no longer active, there is nothing stopping another person fixing them.
Dec 18, 2015 meridian link
The author of NavComp is Keller, who is active in this very thread!
Dec 19, 2015 Keller link
I found the fix. The navmap was pushed one level deeper into the userdata structure in the PDA tabs. I've fixed it and including a link below.

Note: there are other "things" in this version, not all of which are ready for prime time, but getting a fix out takes precedence. These won't break the version, nor will they ruin any user experience.

I've uploaded a new version to my host. http://its-obvious-solutions.com/downloads/vo/plugins/NavComp-v1.7.3.zip

This version is stable, but has some features that are not fully tested or optimized, none of which should affect the average user. I did add 2 new comparators to system path finding metadata logic: Edge and Line Ratio. Edge is not fully optimized and may eventually be rewritten. It was intended to give path finding preference to system edges (which are usually clear of hazards), but it's slow (it's painfully close to Dijkstra which makes it slow as heck). The other logic metadata is Line Ratio, which about 60% of the time produces similar results to Edge and is much faster. Anchors (those predefined jump in points for various sectors which makes getting to a wormhole or station much faster) are painted now though I'm still trying to figure out how to draw actual lines on the navmap (any clues Ray would be really helpful). Anchors also have another feature. Mouseover a sector and press 'v' to start coding an anchor, then mouseover where the anchor should end (usually the aforementioned wormhole or station sector) and press 'v' again to code it in. If any anchors are already defined at that location, NC just adds it to the end. Make sure to read the User Guide that comes with NC to better understand how anchors and comparator metadata can help you better navigate.

Hope This Helps.

Sorry Inc for hijacking the thread.