Closed Cosmicabuse closed 6 months ago
This breaks on Switch and Hold as long as you hold both triggers.
The targeting can also break in both modes if you hold both triggers and press A (spam A to reproduce while targeting an enemy). For example, attempt Biri Hover in Jabu while holding both triggers, one of the backflips will target the biri and make you fail.
EDIT: Video of this happening at the end of the hover (input viewer + debug mode inputs on the bottom show I'm not repressing anything, just spamming A makes this happen)
I think the commit that broke this is https://github.com/HarbourMasters/Shipwright/commit/219804cbe4e9d494f0152f40155115bb308002d4
Trying to debug w/ breakpoints to gather info
So this is still reproducible? I tried on MacOS, linux and Windows and couldn’t reproduce
edit: could be controller related? I used Nintendo switch pro controller on Mac/Windows and steam deck on linux
Yes definitely. I'm using the Gamecube controller with the Wii U USB thing, with Delfinovin.
PS5 controller on Mac OS doesn't have the issue. It might be related to delfinovin? aMannus could reproduce as well back in july.
Uhh, well.. I just launched rando-next as that's what I had set up quickly, and I can't seem to replicate it at all anymore on both my Gamecube controller and my Xbox One controller on Windows 10.
I went to the deku babas in kokiri forest, held both target and shield and randomly rotated my analog stick while navi was flying over one of them.
So I'm not sure if something happened in the meantime, and it's odd that Cosmic still has the issue then.
Weird, it could be something on the PC messing up with this? Steam on/off doesn't change anything, I just get it ever since that commit #760
Weird, it could be something on the PC messing up with this? Steam on/off doesn't change anything, I just get it ever since that commit #760
Not sure. This bug was definitely also happening to me back when you made the issue, but seems to have gone away. No clue what changed since then.
So after more investigation :
This suggests, to me, that SoH has some issue handling some analog inputs. I can't find exactly where though. Maybe that'll help reproduce. In the meantime, this is mitigated for me, but doesn't allow me to use the analog triggers in-game anymore.
based on amannus's comment saying it's working now, i'm going to close this as completed. if someone can repro on the latest build (bradley delta 5.1.3) i'll reopen it
Able to reproduce on Windows + DirectX + Brawler64
Also able to reproduce with GameCube controller + delfinovin + DirectX. For some reason seems to be most common when setting up megaslides and ground jumps.
xbox controller also does it, holding both triggers and wiggling the stick quickly between what i assume are x & y axis on the stick, is what triggers it for me.
could be something between the stick axis and triggers also being defined as axis input?
xbox controller also does it, holding both triggers and wiggling the stick quickly between what i assume are x & y axis on the stick, is what triggers it for me.
could be something between the stick axis and triggers also being defined as axis input?
which xbox controller? wired or wireless? directx or opengl?
xbox controller also does it, holding both triggers and wiggling the stick quickly between what i assume are x & y axis on the stick, is what triggers it for me. could be something between the stick axis and triggers also being defined as axis input?
which xbox controller? wired or wireless? directx or opengl?
wired and wireless both do it from what i remember opengl i believe, whatever the default is, never changed it
Latest develop, wireless Xbox One controller, DirectX. Can't seem to get it to happen on OpenGL.
https://github.com/HarbourMasters/Shipwright/assets/774771/66553789-17c0-4121-a918-8c4fe131fd15
Seems to be a cumulative thing, at the very least. I was only moving the sticks around in that video, but when I went back to test again after switching back to DirectX, it took about 20 seconds of vigorous control stick movement for it to happen.
Should be fixed with recent controller changes
After testing, this happens on any build that has Controller Configuration available (Rachael Alfa and most recent rando-next builds).
Setup Windows, Gamecube controller, Delfinovin, Rachael Alfa, no configuration changed (unzipped, made the oot.otr, run the executable)
How to reproduce
Link will end up targeting the entity, even though L was never released, with no game feedback - you won't see/hear it untarget, it will just target the entity. This also randomly happens during weirdshots, HESS, and other tricks, where L will un-press itself when backflipping for example.
I'm attaching a video of it happening with an input display.
EDIT : I tried compiling on Mac OS on develop-zhora, as well as the official release Rachael Alfa, I can't reproduce. This might be windows-related.
https://user-images.githubusercontent.com/106247448/182017569-c13f8889-4615-4a66-9f16-ad24fca010da.mp4