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English Experimental Controller Support

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Poll Poll

Controller Support for CS2D?

Only registered users are allowed to vote
Finally! Will try it!
58.33% (7)
I probably won't use it
25.00% (3)
I don't care at all
16.67% (2)
12 votes cast

old Poll Experimental Controller Support

DC OP
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I now migrated CS2D to BlitzMax-NG. This allowed me to add controller support and also to fix some other issues. e.g. there's now HTTPS support and HTTP(S) downloads are non-blocking (meaning they should cause less lag).

Controller support is currently minimalistic and not configurable and a lot of things need to be improved (e.g. construction). Most important gameplay actions should work though. I added (ugly) radial menus which are enabled automatically when a controller is detected (currently for team selection, buy menu and weapon selection only).

Changes
Quote
FIXED
Lua tween_rotateconstantly did not work at all (broken since 1.0.1.5)
FIXED
Lua imageparam "alpha" returned the rotation instead of the alpha value
FIXED
Bot Lua: Fixed logic for finding random adjacent tiles (thanks to Hajt)
FIXED
Bot Lua: Fixed flaw in "rifles only" mode and refined logic (thanks to Hajt)
FIXED
Bot Lua: Fixed "regroup"/"fallback" radio message handling (thanks to Hajt)
FIXED
Command "setammo": Allow to set "ammoin" of "Satchel Charge" to 0
FIXED
Steam avatars are visible again (use native steam lib instead of download)
CHANGED
Web requests now don't block the main thread
CHANGED
Voice chat init is async in background and doesn't cause lag at startup
ADDED
Basic controller support (first iteration, not configurable yet)
ADDED
HTTPS support for internal web requests (with HTTP fallback)


Controller Mapping
- Left Stick: Move
- Left Stick Press (L3): Walk
- Right Stick: Aim / Radial Menu
- Right Stick Press (R3): Weapon radial menu
- Right Trigger (RT): Primary Fire / Confirm / Respawn
- Left Trigger (LT): Secondary Fire (Zoom, scope, silencer etc)
- A Button: Use / Confirm / Respawn
- B Button: Reload / Cancel (menus)
- X Button: Drop weapon
- Y Button: Buy menu
- Left/Right Shoulder (LB/RB): Previous/Next weapon
- D-Pad: Weapon selection
- Back/Select: Scoreboard
- Start: Menu

Download
http://stuff.unrealsoftware.de/cs2d_controller.zip
• put CS2DController.exe file into your CS2D folder
• put the steam dll into your CS2D folder
• put sys/gamecontrollerdb.txt into the sys folder of your CS2D folder
> Run CS2DController.exe

This client should be compatible with the current live version.
Give it a try and let me know what you think.
edited 1×, last 03.07.26 03:03:42 pm

old Re: Experimental Controller Support

StirlizZ-Fapicon
Super User On Online

Quote
HELL FUCKING YEAH

GONNA TEST IT RIGHT NOW

upd:
Poco F5 Pro, 12gb, 8+gen1, adreno 730

GameNative 1.0.0
Res: 1280x720
Wine: Proton 9.0 arm64ec
Video driver: Turnip 25.3.0 R3
DXVK: 1.10.3 async

fps around 40, didnt tested online because I was only player playing, but practiced solo on some shotgun server

It feels just right, fit in. Like it always been here.

I was saying that since 2014, hehe and now we here

Screenshots in a discord in #cs2d
edited 1×, last 01.07.26 07:20:55 am

old Re: Experimental Controller Support

DC OP
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Thank you for testing and the feedback!

I updated the zip file:
• crosshair distance when aiming with regular firearms is now static/fixed
• reduced crosshair distance with wrench so you can directly target adjacent tiles when building
• long press Y now opens a new menu with extra options like flashlight, spraylogo and (team) radio
• radial menu tweaks: multi line texts, weapon images, no ugly window around it
• when a radial menu is open, you can now still move with the left stick
• radial menu for constructing buildings (destroy options are currently missing) and selecting stuff in supply building

same download, make sure to load it again and not from cache
http://stuff.unrealsoftware.de/cs2d_controller.zip

old Re: Experimental Controller Support

DC OP
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Thanks again for the feedback. I updated the download again.

• Y long press menu now has a night vision option
• walk silently by moving the left stick only slightly (strong tilt: run), pressing the stick also still enforces walking
• several radial menu rendering tweaks + all radial menu texts are now properly localized
• gamepad controlled crosshair should work correctly in all resolutions
• moved to BlitzMax NG Steam implementation

old Re: Experimental Controller Support

slimK
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We got a CS2D update before gta VI, great news .
One thing, with the BlitzMax-NG you got more motivation to fix bugs and add new features or is the same situation as before?

old Re: Experimental Controller Support

DC OP
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Oh, forgot to add the new steam dll which is required now. added it.

@user slimK: Stranded III still has prio. No major new features (except for controller support) planned right now. Mainly modernization and fixes. Of course if I feel like doing something I'll just do so.

old Re: Experimental Controller Support

DC OP
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Updated once again:

• more precise aiming with controller
• when dead/spec you can move the crosshair with the controller like in a menu
• you can confirm/click with the right trigger as well
• left trigger ins spec mode works like a right mouse button (zoom)
• Y long press menu also allows to open vote menu
• when the right stick is tilted more than 90% it acts like holding the right trigger and fires the weapon (only for regular firearms. grenades and grenade launcher as well as weapons in scoped mode still need to be fired with the trigger key), can be controlled with new command
gpad_firezone
(0 to disable, value >0 to 1.0 to enable, 0.9 default)
• you can adjust the controller deadzone with
gpad_deadzone
. values can range from 0.0 to 0.95 (defaults to 0.15, increasing this decreases the firezone because the firezone percent is in relation to the active tick range with deadzone excluded)

New controller settings are not yet exposed anyhwere. you need to apply them manually. I'm considering to add a new controller/gamepad menu to show the button mapping and change the settings later

old Re: Experimental Controller Support

Hajt
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I just tried the latest build a few minutes ago. I started a new game with a local server and it didnt work, but I was able to join an online server. What surprised me is that the game felt much smoother and also loaded significantly faster.

BTW Is there any chance we might see 64bit dedi server? It would be great to finally drop 32-bit libs on my lowendbox servers)) aaaand what BlitzMax NG version?

old Re: Experimental Controller Support

DC OP
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@user Hajt: Yes, part of the benefits we get from the BlitzMax NG is 64 bit Linux client + dedicated server - if everything goes well. I used BlitzMax NG 0.154. The version which is on the website https://blitzmax.org/downloads/
only noticed later that there are even newer releases (and that the linked Linux version on the page is an older one)

Oh no... you are right. It looks like joining a server created with that version currently doesn't work. Need to check whats going on.

Edit: Ok I found the issue with the connection. Will work with the next iteration.
edited 1×, last 04.07.26 08:29:57 pm

old Re: Experimental Controller Support

DC OP
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Alright, yet another update

• fixed network connectivity
• you can see LAN servers in the LAN list again (if you scan the right port)
• fixed an old hudtxt(2) issue which caused the first part of the text to be black when using color tags inline and not at the beginning
• when dead/spectating you can cycle through players with the shoulder buttons
• when dead/spectating you can switch the spectator mode with Y
• when dead/spectating the scoreboard now works
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