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Key Combo Reverse Release Order
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The idea of recording a combo of pressing whatever is needed for the required in-game action looks probably good. Have you tried it?
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Originally Posted by Shion View PostThe video suggests that the button is ignored for some reason.
I'm not familiar with all the intricacies of input hardware and drivers, but as a programmer myself I imagine the game could record which input is pressed/released first in queue, even if both events happen in the same frame.
Originally Posted by Shion View PostMaybe the pause between and should be longer or should not be pressed to 100%. Would need the game to test the possibilities.
As mentioned to the replier above yours, with that in mind, increasing the pause only worsens the issue, because without inversion, it guarantees will release longer before .
Originally Posted by Shion View PostBut here is another suggestion: record a Combo of pressing whatever is needed for the required in-game action and use that Combo instead.
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The video suggests that the button is ignored for some reason. Maybe the pause between and should be longer or should not be pressed to 100%. Would need the game to test the possibilities.
But here is another suggestion: record a Combo of pressing whatever is needed for the required in-game action and use that Combo instead.
[Hook controller buttons] option must be enabled at [ > General] for recording to work.
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Originally Posted by Miron4ik42 View Post
I've got an idea. I guess it works.
So, let's try the following two scenarios. The first one is to add Mute option for . I don't know a mechanic in this game, but I assume that the native input of this button is not necessary in your case.
The second scenario is to add a little pause between and . The 75ms probably will be enough. You can also try another value.
Let me know if it gets help.
Muting has no impact on this behaviour whatsoever, I just didn't bother as this was a "bug report" demo only.
Adding a pause between and also does not help. If anything, considering the release order is not reversed from the press order, it would only logically make things worse.
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Originally Posted by Lazlidoo View Post
Sure, here you go: https://streamable.com/65ej6c
In this video, I create a brand new empty layout, map to + in Hold until release, then go in game and press a few times with the Gamepad Tester clearly in view.
You'll see a spell menu opening every time. The spell menu is what opens when is pressed by itself. But it does not open with + are pressed together.
So, let's try the following two scenarios. The first one is to add Mute option for . I don't know a mechanic in this game, but I assume that the native input of this button is not necessary in your case.
The second scenario is to add a little pause between and . The 75ms probably will be enough. You can also try another value.
Let me know if it gets help.
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Originally Posted by Shion View PostCan you provide a video of this happening with in-game controls related to and , reWASD config, the issue itself and the Gamepad Tester would be clearly visible?
In this video, I create a brand new empty layout, map to + in Hold until release, then go in game and press a few times with the Gamepad Tester clearly in view.
You'll see a spell menu opening every time. The spell menu is what opens when is pressed by itself. But it does not open with + are pressed together.
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Can you provide a video of this happening with in-game controls related to and , reWASD config, the issue itself and the Gamepad Tester would be clearly visible?
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Originally Posted by Shion View PostYou have both and remapped to a combination of and a D-Pad button. And since both buttons are muted, when you press and together and release one of them, it results in a release of , leaving the D-Pad button from another mapping pressed.
I can't say if it is a bug or not yet, but there is a workaround:- Remap Single Press activators of both triggers to (you can use the Native remapping too).
- Remap Start Press activator to a Combo of the corresponding D-Pad button in Hold mode.
Since this issue most likely comes from being an analog button, another workaround would be to set another button to act as a menu modifier in the game (for example, replace with in game`s options).
The problem persists even if I only use , and even if I put it on any other button. I can create a layout with nothing but the combo, and map it to say , and with the combo release all held, the game still sees a single input.
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You have both and remapped to a combination of and a D-Pad button. And since both buttons are muted, when you press and together and release one of them, it results in a release of , leaving the D-Pad button from another mapping pressed.
I can't say if it is a bug or not yet, but there is a workaround:- Remap Single Press activators of both triggers to (you can use the Native remapping too).
- Remap Start Press activator to a Combo of the corresponding D-Pad button in Hold mode.
Since this issue most likely comes from being an analog button, another workaround would be to set another button to act as a menu modifier in the game (for example, replace with in game`s options).
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Originally Posted by Shion View PostThe [Combo] mapping is set on a first Shift layer. The issue might be related to the [Re-press the held button when switching the Shift layer] option at [Preferences > General] or to the button used for jumping to the first Shift layer.
Joining the configuration file if you want to have a look yourself.
Just to be one step ahead: I wondered if the issue was that I was mapping a combo to the trigger itself which could maybe somehow trip up the game (although I do have unmapped in reWASD), however this doesn't seem to be the issue, as the same thing happens with this combo regardless of which key I map it on.
Again, I appreciate the help!
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The [Combo] mapping is set on a first Shift layer. The issue might be related to the [Re-press the held button when switching the Shift layer] option at [Preferences > General] or to the button used for jumping to the first Shift layer.
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Originally Posted by Shion View PostWhat game are we talking about? And could you also upload the config file you are using? Your screenshot suggests a possibility of misconfiguration.
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What game are we talking about? And could you also upload the config file you are using? Your screenshot suggests a possibility of misconfiguration.
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Oops, the forum doesn't let me edit for my reply some reason so here is a repost with more clarity:
Originally Posted by Shion View PostIt doesn't look like anything was changed in this regard yet.
Could you please specify what situation requires a reverse order to release the keys?
In this particular case, [CTRL] and [B] keys are being released literally at the same time with not even 1ms between them, so there shouldn't be any CTRL-less "B" inputs unless the game runs at over 1000 FPS.
It is impossible to press a key with one mapping and release it with another in reWASD yet.
The context: a game where you first hold to enter an action mode then pick a D-pad direction to choose a set of actions. But pressing a D-pad direction without has some other impacts, like even opening a menu. (e.g.: + = Action Bar 2, but alone = Open Menu)
In other words, my ideal mapping is:
= Press then press
= Release then release
I just tried it again and unfortunately your comment doesn't seem to be true in practice. I can definitely confirm that on release, the game registers the second input () without the first one () being still pressed hence opening a menu, even though it's running capped at 60FPS. Here's the simple setup (this is a combo on "Start Press"):
I even tried switching to "Execute at once" just to get access to the "Delay between keys" option and set it to 0ms then switch back, but it doesn't seem to have any impact.
I've spent literally hours trying a combination of things for workaround and I can't figure anything at this point. I even tried editing the JSON file manually to separate the up/down keys, but it didn't work.
Unless you have some other idea, the only two ways I see to support this are either:
a) Give the user a toggle to reverse the release order OR
b) Give the user the ability to send only a press/release by itself, so we can configure that manually using both the "Start Press" and "Release Press" handlers
I understood from other forum threads that the developers opted against b) fearing it might cause glitchy "stuck" keys, but as a power user (like most people who remap their hardware keys, tbh) I'd really appreciate the option as I know what I'm doing, maybe just hidden behind a warning?
Anyway, very open to any other idea if there's something simpler that can already be done!
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It doesn't look like anything was changed in this regard yet.
Could you please specify what situation requires a reverse order to release the keys?
In this particular case, [CTRL] and [B] keys are being released literally at the same time with not even 1ms between them, so there shouldn't be any CTRL-less "B" inputs unless the game runs at over 1000 FPS.
but I can't seem to "untie" the up and down actions -- aka I can't have a press only or a release only
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