ThirteenAG / GTAIV.EFLC.FusionFix

This project aims to fix or address some issues in Grand Theft Auto IV: The Complete Edition
GNU General Public License v3.0
912 stars 42 forks source link

[Development] Contacting the team #459

Closed juicermv closed 3 weeks ago

juicermv commented 6 months ago

What should happen

Hey, I'm looking to contribute an SDL Input implementation for FusionFix and I'd love to talk with the FusionFix team on the actual implementation and specifics but I have no idea how to reach you guys. Would love to talk with y'all :)

Checklist

Tomasak commented 5 months ago

Sorry but this it out of scope for this mod. Its cool though, you should release it as standalone asi.

RecklessGlue540 commented 5 months ago

Does this fix the camera's frame rate dependency on gamepads? If it does, this should be a fix, and in scope.

juicermv commented 5 months ago

Sorry but this it out of scope for this mod. Its cool though, you should release it as standalone asi.

This would add native support for newer controllers like the Dualsense without needing SteamInput. I don't really see how this is out of scope tbh. Either way I'd love to talk to y'all about the actual implementation since y'all are much more familiar with the game's internals :)

juicermv commented 5 months ago

Does this fix the camera's frame rate dependency on gamepads? If it does, this should be a fix, and in scope.

I don't think it will. The basic idea is to pass SDL's controller values to the game so it processes them as it would any other supported controller. It doesn't have anything to do with the camera.

RecklessGlue540 commented 5 months ago

Does this fix the camera's frame rate dependency on gamepads? If it does, this should be a fix, and in scope.

I don't think it will. The basic idea is to pass SDL's controller values to the game so it processes them as it would any other supported controller. It doesn't have anything to do with the camera.

Can't SDL do some sort of raw input for the sticks too?

Yeah, really doesn't make much sense. If Logitech keyboard lighting was in scope (which imho is entirely useless), I don't see how native support for more controllers wouldn't be. We definitely need some fixes for the gamepad input too tbh...

juicermv commented 5 months ago

Does this fix the camera's frame rate dependency on gamepads? If it does, this should be a fix, and in scope.

I don't think it will. The basic idea is to pass SDL's controller values to the game so it processes them as it would any other supported controller. It doesn't have anything to do with the camera.

Can't SDL do some sort of raw input for the sticks too?

Yeah, really doesn't make much sense. If Logitech keyboard lighting was in scope (which imo is entirely useless), I don't see how native support for more controllers wouldn't be. We definitely need some fixes for the gamepad input too tbh...

Can't SDL do some sort of raw input for the sticks too?

In my implementation, the game would be reading the controller values directly from SDL. The prcoessing itself would still be done by the game (things like camera movement). That stuff can be modified separately though.

If Logitech keyboard lighting was in scope (which imo is entirely useless), I don't see how native support for more controllers wouldn't be.

In all honesty, 100%.

juicermv commented 5 months ago

So that's it then? Can't even talk to you guys?

ThirteenAG commented 5 months ago

If you refer to me, I have nothing to say on the matter. All my gamepads work with this game.

juicermv commented 5 months ago

They obviously do, since they utilize SteamInput, but this could add native support without needing a translation layer plus possible PS5 adaptive trigger support if someone really wanted to implement this. Again, I don't mind if you guys don't think this fits FusionFix but you have much more knowledge about the game's inner workings than I and I would love your help with finding out how to override the game's input-related code either way.

juicermv commented 5 months ago

By the way, this is basically required for people using RGL since it doesn't have SteamInput.

Markie98 commented 5 months ago

By the way, this is basically required for people using RGL since it doesn't have SteamInput.

You can use SteamInput in non-Steam games:

https://steaminput.wiki/en/non-steam-games

Though ideally that shouldn't be a requirement of course.