ZigZaX Posted June 25, 2013 Report Share Posted June 25, 2013 Upon upgrading to sonic worlds delta 1.3.2, mr poetatoebadger and i ran into a problem, here's the message from him detailing the problem: So. I just transfered from Worlds beta 0.5 to delta 1.3.2. It's VERY VERY cool, and it's alot better in physics terms. Anyways... The whole button mapping thing? I don't like it, and I don't want it. It seems too confusing, and i dont know how to get rid of it. I want it to be they way it was in 0.5, where you have the default controls and if you want to change the or add a gamepad you press control and y. Can anyone tell me how to completely get rid of it, or at least some coding to change the buttonmapping the way I want it at the start of each frame? Also, when I made an EXE of the file, the buttons in the button mapping did't show up, and you couldnt play. Also, the ghosts are getting REALLY annoying. Is there a way to delete them or toggle them off, in a way the player cant ever see them? Detailed answers or maybe a skype chat would be very appreciated. Thanks -Mr. Potatobadger Link to comment Share on other sites More sharing options...
OverbounD Posted June 25, 2013 Report Share Posted June 25, 2013 I'm going to let this slide since it's a help thread and he'll be unbanned in a day or two anyway. But you are not supposed to post on behalf of a banned person typically. Link to comment Share on other sites More sharing options...
Techokami Posted June 26, 2013 Report Share Posted June 26, 2013 The new input management system is a bit too deep to just remove. But I don't see how having proper gamepad support that allows the user to remap buttons is a bad thing; the user sets the controls on first run (or later on through an options menu!) and you don't have to worry about things like keyboard/joypad conflicts (like some games do). Are you building the EXE in the same directory as the MFA? It's probably looking for directories that don't exist. I should put in some code to create directories at runtime if they are missing, to remove that problem altogether... but I think I was veto'd when I proposed that? It was a while ago, I can't completely remember. As for disabling the Ghost system, it's as simple as editing event 3799 (in the stock copy of 1.3.2, inside group Interface and post-processing methods -> GUI -> Titlecard) to not enable the group Ghost. That's all! Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted June 26, 2013 Report Share Posted June 26, 2013 The new input management system is a bit too deep to just remove. But I don't see how having proper gamepad support that allows the user to remap buttons is a bad thing; the user sets the controls on first run (or later on through an options menu!) and you don't have to worry about things like keyboard/joypad conflicts (like some games do).Are you building the EXE in the same directory as the MFA? It's probably looking for directories that don't exist. I should put in some code to create directories at runtime if they are missing, to remove that problem altogether... but I think I was veto'd when I proposed that? It was a while ago, I can't completely remember. As for disabling the Ghost system, it's as simple as editing event 3799 (in the stock copy of 1.3.2, inside group Interface and post-processing methods -> GUI -> Titlecard) to not enable the group Ghost. That's all! Hey, thanks for the advice! I actually kinda solved the problem, in a different way. I found the collab version of delta, and I like it better, for the addition of red star rings. I think they will come in handy for special stages or unlockables and such. Sorry to "waste" your time, but I may have new questions in the future. So, does anyone know how to remove a thread? Either that or rename a thread so this one isn't just sitting here in the meantime? EDIT: Another thing: I would prefer the omnidirectional rotations like the classic games had, rather than automatic rotations. The most recent version of delta seemed to emulate that in a way I liked. But, I'm guessing those angle changer thingies and general edge blocks may have something to do with that if that's what you want? I've been trying to figure it out for a while, but I have failed to succeed. I also looked at the angle changers code, and what I'm doing appears to meet the criteria, it seems very simple. EDIT 2: Also jump speed. The jump doesn't seem like it gains momentum like it does in delta 1.3.2 and in the classics. Link to comment Share on other sites More sharing options...
Mr. Potatobadger Posted June 29, 2013 Report Share Posted June 29, 2013 Figured out momentum, and I catch glimpses of the angle changers working sometimes, but not to a point where its noticeable if your not looking for it. Link to comment Share on other sites More sharing options...
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