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Update 02.016 - Xbox controller support

Discussion in 'Change Log' started by Drui, May 12, 2015.

  1. Drui Keen Update Guy KeenSWH Developer

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    Summary:
    Xbox controller support has been added to the game! You will now have the option to play the game by using a Xbox controller. There is currently one default button layout for testing purposes, but please do not hesitate to give us your feedback and info regarding the layouts you wish to see in the game; (the same addition will be introduced to Space Engineers in the near future and it is related to the development of the Xbox One version). Another additions are the modding guide and mod example for multi-block objects, peasant sounds, tree roots and more destruction performance optimizations. There has also been various improvements to the stability of the multiplayer mode based on the community feedback.



    Features:
    - Xbox controller support
    - added more peasant sounds
    - more destruction performance optimizations
    - added tree roots
    - Official Guide: Modding guide for multi-block objects: http://steamcommunity.com/sharedfiles/filedetails/?id=441647604
    - Example mod - BattlementTurret: http://steamcommunity.com/sharedfiles/filedetails/?id=441524101

    Fixes:
    - fixed server killing clients when other clients were connecting due to large sim speed difference
    - fixed ropes connecting between multiple clients on DS when T button was used for connection
    - fixed crash with RopesInit on DS
    - fixed crash with transition blocks if made public
    - fixed small grid disconnecting from large grid when damaged
    - fixed particle effects being generated in the forest during every destruction for no reason
    - fixed ME and SE servers mixed in the joins screen, LAN tab
    - fixed mouse wheel would both switch between models and adjust distance of dynamic object
    - fixed possibility to trap barbarians in a plain of stone cubes

    Default controller layout:
    General:
    [​IMG]Back-button - control menu (in-game only)
    [​IMG]Start-button - main menu (in-game only)

    GUI:

    [​IMG]A-button - accept
    [​IMG]B-button - cancel
    [​IMG]Dpad-up - go to the next control
    [​IMG]Dpad-down - go to the previous control
    [​IMG]Dpad-left - decrease value of slider
    [​IMG]Dpad-right - increase value of slider

    Character:
    [​IMG]Left-Analog - movement
    [​IMG]Right-Analog - rotation of character
    [​IMG]Right-trigger - primary action
    [​IMG]Left-trigger - secondary action
    [​IMG]A-button - jump
    [​IMG]B-button - unequip
    [​IMG]X-button - use
    [​IMG]Y-button - flying (toggle, creative only)
    [​IMG]L3-button - crouch (toggle)
    [​IMG]R3-button - build mode (toggle)
    [​IMG]Dpad-up and [​IMG]Dpad-down - switch between toolbars
    [​IMG]Dpad-left and [​IMG]Dpad-right - switch between toolbar items

    Build mode:
    [​IMG]Left-Analog - rotation of block
    [​IMG]Right-Analog - rotation of character
    [​IMG]Right-trigger - add block
    [​IMG]Left-trigger - remove block
    [​IMG]A-button - iterate block stage
    [​IMG]B-button - unequip
    [​IMG]X-button - compound mode (toggle)
    [​IMG]Y-button - dynamic mode (toggle)
    [​IMG]Left-bumper - move block closer (dynamic mode)
    [​IMG]Right-bumper - move block further (dynamic mode)
    [​IMG]L3-button - Structural integrity view (toggle)
    [​IMG]R3-button - build mode (toggle)
    [​IMG]Dpad-up and [​IMG]Dpad-down - switch between toolbars
    [​IMG]Dpad-left and [​IMG]Dpad-right - switch between toolbar items

    Voxel mode:
    [​IMG]Right-Analog - rotation of character
    [​IMG]Right-trigger - add voxels
    [​IMG]Left-trigger - remove voxels
    [​IMG]A-button - paint with current voxel material
    [​IMG]B-button - unequip
    [​IMG]X-button - iterate voxel materials
    [​IMG]Y-button - voxel hand settings
    [​IMG]Dpad-up and [​IMG]Dpad-down - switch between toolbars
    [​IMG]Dpad-left and [​IMG]Dpad-right - switch between toolbar items
     
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  2. Dylantriskel

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    Oh first! And roots, cool.
     
  3. Junger_Werwolf

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    Great work as usual!
     
  4. Martinineter

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    Not too shabby!
     
  5. Szudrix

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    at least there's bunch of fixes
     
  6. RayvenQ Moderator Moderator

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    Although I'm wondering why the Battlement mod is, well, a mod and something thats been put in to the actual game as vanilla content....
     
  7. tharkus

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    Very nice! i hope you add the support for Flying simulator Joysticks for Space engineers :) it could be awesome to fly the ships with that joystick .
     
  8. Drui Keen Update Guy KeenSWH Developer

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    To give the modders an example mod they can pick apart and learn :)
    We did that multiple times in SE (for example with small ship turrets). It enables faster creation of mods and we love our modding scene ;)
     
  9. David184

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    i really hope that xbox 360 controller is going to be supported soon. since i only have that controler
     
  10. Drui Keen Update Guy KeenSWH Developer

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    it should work already - if not, please let us know
     
  11. RayvenQ Moderator Moderator

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    I get why you gave out an example mod for the modders but...this is something that should be in the game by default, not as a mod. Battlement turrets (or rather, Bartizans, which is what this really is) are something that should be available to castle builders in the vanilla game.
     
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  12. zDeveloper10

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    welp. I can predict SE's update this week: "astronauts now grunt when hitting hard surfaces!"
     
  13. shimonu

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    Now give me hotas support for SE :D
     
  14. Morphik

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    UGHHHH I need my controller Y inverted, why doesn't the invert mouse Y option also invert the controller look?
     
  15. Wintersend

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    Not too big a week for me since I don't use controllers on computers. But I can see how this can be useful for some. I hope next week comes with more survival support like resources or the start of farming.
     
  16. waterlimon

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    lol the trees looked like they might start slowly crawling...
     
  17. SenorZorros

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    nice update. still, I'd love to see the keenswh mods both for this game and for SE in vanilla (with the deer as exception;) ).
     
  18. David Warrington

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    some one has already mentioned this but i will second it we need look invert for controllers i am a invert play with a controller and this option is a must but i would like it separate from mouse invert pleas and thinks

    on a side note and completely unrelated i have a oculus rift if you want to add support for the rift i would love to beta that for you not sure how feasible it would be to implement so i don't expect to see rift support for a long time LOL but it would be cool
     
  19. SunburstMoon

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    Odd update: I can see how a controller might be useful in SE for piloting ships, but in ME? In my opinion it's pointless to use a joystick to control a character in first person on a platform that natively supports the best controller ever for first person game: mouse & keyboard. Altho since it's meant as preparation for a console release I suppose it makes sense (and also for the people who prefer to use a joystick, but that will never make sense to me! o_O).

    Destruction performance optimization is very good news for my laptop!

    Are the trees still floating in mid-air when the ground below them is removed/diged?
     
  20. SunburstMoon

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    For some reason I can't edit my posts anymore, has the option been removed? I can still edit my older posts, but not the most recent ones ... strange.

    Anyway, YES, trees still float in the air when the ground is removed, but at least now it looks nicer!
    [​IMG]

    The roots seem to hit the framerate a lot tho, I had to disable the foliage while I was close to a forest to make it playable.
    Thanks for the update Keen!
     
  21. UnstableOrbit

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    Couldn't agree more. Keen, I know that you love your modding community and that you wanted to make an example mod, but this should not have been a mod. It should be stock. Please, let us have these in the stock game. I honestly can't figure out why THIS, of all pieces, would be a mod, instead of something decorative like gargoyles or something.
     
  22. RayvenQ Moderator Moderator

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    Could have done the best of both worlds and be like "Here's a multi block thing in the base game, and here's the mod that shows how to add it/have something similar."

    Because I fear that it'll be just like the Sniper Rifle where it's stuck as a mod and not part of vanilla.
     
  23. Jmsich2009

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    I agree with this also. Good work on the teams part, but i really, really, REALLY am looking forward to seeing how resource farming ties into building
     
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  24. SunburstMoon

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    Yes, only when that final stone is in place will the foundation truly be complete. Pun definitely intended! :D
     
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  25. David Warrington

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    it will make more since to you when you cant see the keyboard no more the day of the HMD approaches my friend LOL
     
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  26. SunburstMoon

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    LOL, from that perspective it's starting to make sense! I do hope by then those controllers that read our thoughts will be available as well, it would be even better than a keyboard!
     
  27. David Warrington

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    the HMD is sorta out right now you can get a rift sent to your house for $350 +tax S&H for me it was 401.40 and im expecting to hear sony and oculus announce a holiday release for Morpheus and rift CV1 and the HTC Vive DK1 at E3 this year the HMD is sooner then you think LOL
    with vorpx im able to run SE just need to remap some controller settings but ME just is not loading but im new to all this