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skizzosjt

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Everything posted by skizzosjt

  1. you can "bulk edit" multiple games at once. select two or more games and then either right click on one of the selected games and then choose edit, or you can hit the edit hotkey which is Ctrl+E. then select the "Broken" field and then change the checkmark depending on whether you're marking them broken or not broken also there is a way to hide or show games marked as broken. in LaunchBox go to the toolbar View > Hide Games > Marked Broken this setting will toggle on/off when selected and it's hotkey is Ctrl+Alt+R alternatively you can audit a platform or all your games and in this list that is generated it will tell you which games are marked as broken. from what I can tell this column doesn't appear if every game you selected for the audit is marked as not broken. so if you do not see it at all it implies all games for that audit are not broken
  2. it's on the left hand side after you go into editing a game entry. here's a photo for reference this was from another post I made so in your case if you're setting it up like this you would NOT want to check that box "automatically run before main application" instead fill in that "application path" field with the Dolphin VR emulator and then in the field below it, "application custom command-line parameters", enter in the launch argument to launch the ISO file. assuming that VR version uses the same launching arguments, it would be the same arguments listed in your normal Dolphin emulator here in LaunchBox's Edit Emulator window -b -e "Enter\Full\Path\To\File\In\Quotes\game.iso" and the last bit was saying you can tab over to that "Metadata" tab and enter in the data you want and this way it will list it out as a game version instead of an additional app the other way involves putting an AHK script into the Application Path field but this time checking "Automatically run before main application", it would look just like the photo example since in that I am doing just that, launching a script at start of a game to remap some controls. the script would be like this for you in order to launch an emulator and game Run, Enter\Full\Path\To\DolphinVREmulator\file.exe -b -e "Enter\full\path\to\game\file\in\quotes\game.iso"
  3. lol oui oui apparently they like American Laser Disc - oh the irony, going to French site for American Laser Disc emulator 🤣 sorry the plan didn't work out this weekend, here's to hoping it comes together next weekend then! 🍻 do let us know how it goes and if you end up needing any more help I'll do what I can for ya!
  4. Hi all Colorful theme users! I am looking for some feedback on using this theme with the new 2.5.X version of CTC, going further, doesn't matter which 2.5.X version whether 2.5, 2.5.1, or 2.5.2 I've noticed since the recent 2.5.X versions that color conditions on the wheel no longer function properly, this impacts view TextGamesView. What this essentially does is not apply the proper dynamic color per the selected item, per what platform it is a part of. *Important to note that I notice all other color conditions work fine still, as in if a background is supposed to be red for Sega Genesis it is, if it's yellow for Game Boy Color, it is yellow. So it seems like color conditions work OK in all situations with exception of this one element in this one view* (there could be more issues but this is all I know for certain) This problem is not found if using CTC version 2.3 and I can load up version 2.3, publish the theme, and the color conditions work appropriately. I'm literally copy/pasting the themes folder into the newer CTC versions as normal but the same settings don't seem to work on 2.5.X and why I'm asking for feedback is I cannot get it working even taking other methods I decided to test by putting in a new text box, in which it has text that displays the Game Platform metadata. So "Sega Genesis" when said platform or game from said platform is selected. I then made the color condition to use the newly created element I appropriately named "Platform Text" and if that text box has text in it that says "Sega Genesis" then be red ...etc etc....this is weird because THIS works....BUT....ONLY in CTC is the color condition now working with such a method. When I publish the theme and boot into Big Box it's like the color condition doesn't exist and only uses the foreground color for the selected item. I am using the normally assigned Colorful_ListBoxStyle style source. I have not altered it either since I never worked with XML. Though the problem seems to be the same on any of the presets or other styles available in the drop down Any feedback and/or help to get this ironed out is appreciated! Came here first to get input to see if it's theme specific before I would bring it to y2guru's attention if it ends up being something that appears like it's CTC specific. Thanks for reading! Normal method and using the normal conditions profile (or any profile really) doesn't work in CTC or in BB Using my funny method of making a separate text box with the game platform in it (populated through Game Platform metadata) only works in CTC, but if I publish this, in BB it will still look like the above photo where all selected text is black
  5. well that is some of the worst file management I've ever heard of from so called professionals 🤦‍♂️. you can use a script to move/copy the file(s) around as needed to keep things sorted for yourself. Lets consider the structure of what you need done here. I'll call them game A and game B for the ex. When game A boots it first needs to look for a game A specific save file. It will take this game A save file and copy it to the normal save file location with the normal file name. Now the game uses this game A save file that was placed in the normal location and you play the game. After exiting the game the save file that was just created in the normal save file location must be copied to overwrite the previous game A specific save file. Rinse and repeat each time this game is launched. Then change things accordingly for game B and you're done I assumed for the example here that the save file is called savefile.dat and recommend keeping these files in the normal save location. change out the save file and game exe as needed. You will need a separate script for each game. Please note this script needs to run before the main application since you need to make sure the game specific save file is copied to the normal save file location prior to the game booting. This script also requires you have already created the game specific save files manually prior to first using it. in the end this means you will have three save files in the same folder: normal save file, game A specific save file, and game B specific save file. they all get copied and overwritten as needed per the scripts. I have that sleep bit in there because who knows when the game is actually writing the save file, if anything waits until the game exits it needs a brief moment to finish making the write. so this may not be needed, but it's there out of an abundance of caution ;will copy the game specific save file to normal save file location with normal/shared file name ;1 value = the file will be overwritten if it already exists FileCopy, C:\Users\GamerPC\Documents\My Games\Transformers\TransGame\TWFCsavefile.dat, C:\Users\GamerPC\Documents\My Games\Transformers\TransGame\savefile.dat, 1 ;Waits for game to exist - insert game's exe file name WinWait, TWFC.exe ;Waits for game to exit - insert game's exe file name WinWaitClose, TWFC.exe ;Pauses script to ensure enough time has passed for the save file to be written prior to copying it Sleep, 5000 ;will take the game save that was made at exit of current session and overwrite the specific game A or game B save file ;1 value = the file will be overwritten if it already exists FileCopy, C:\Users\GamerPC\Documents\My Games\Transformers\TransGame\savefile.dat, C:\Users\GamerPC\Documents\My Games\Transformers\TransGame\TWFCsavefile.dat, 1
  6. it is possible! there are potentially two ways I can think how to do this. how I would do this is leave the regular Gamecube version as is and do the special stuff with the VR version. One method would require to go into edit the game entry and create an additional app and tell it to use custom settings. Make the application path the VR version of Dolphin for the emulator, and in the custom command-line parameters field add in all the arguments you need to launch the iso file. another way is you will need to create an additional app that runs a script to launch the game. the script will just be a basic line of telling Dolphin VR to run and load the game. for either method, assuming the VR version uses same launch syntax you can take a peek at how it looks on the normal Dolphin's Edit Emulator window and use that same format for launching it on the VR emulator. also you can call the additional app a game version by putting in data into the metadata tab which will list it as a version of the game instead of an additional app. this way when you right click on it in LB or go into the game details page in BB you can select which version to play
  7. yea you're catching on that you're in the wrong spot. where you listed does indeed change stuff for LB. you need to be in Retroarch to make changes to the controls in the emulator. Global inputs are Main Menu > Settings > Input > Port X (X being the player #) or once a game is booted Quick Menu > Controls > Port X (X being the player #) which are used to specify things per core, directory, or game physical controller is represented on the left, the virtual controller is represented on the right not 100% sure what is going on because as far as I know controllers don't behave different due to if they are connected to a system over bluetooth or a USB cable. so this really doesn't make sense that you state it works with Steam games over both, but only works with Retroarch over a USB cable. if you setup bezels in Retroarch that could explain the custom config message since that makes a config for every game that has a bezel. The config details game ABC needs to use overlay file ABC. wouldn't want to delete that or the bezel wouldn't work anymore. otherwise you likely saved an override at some point in time. hopefully the solution for you is just reassigning the controller properly but I'm skeptical there isn't some other issue going on
  8. Rather be lucky than good lol! any chance you and/or your buddy got this straightened out or are you having problems with T2 now much like how it was giving you problems with Area 51? Essentially all MAME lightgun games I've setup require the same rinse and repeat process so that's odd if you're going about it the same way but not having any luck. you don't need any special devices for T2. I believe it's controls are listed a little different in MAME because it used different tech in the arcade. but in the world of emulating it's the same setup process as you did before. T2 wasn't really "lightgun" in the traditional sense of actually using light/photo sensing. it used potentiometers and is the main reason why those guns were in a stationary position sort of like a swiveling turret rather than being capable of picked up and waved around like say Time Crisis and The House of the Dead. it kinda worked the same way that modern analog sticks work with a pot for each axis. voltage A and voltage B = gun is pointing at these coordinates on the screen. Since the Arcade1Up cab remake used Sinden tech for the guns those can be picked up and waved around. In the end digital vs analog isn't important here since you can use either type of device, for ex you can use your keyboard for a lightgun if you wanted and a keyboard is digital. What you need likely is just setting up the controls in the "this machine" page or get the config and/or ini files ironed out whether the old school way or using the AG Softwares MAME utility
  9. awesome thanks for sharing! you have proved the arcade gun software has the Utility tab that can handle the device and button remapping! which is neat feature....but NOW I'm no longer confused wondering how you got it working without necessarily following the traditional process. basically that is a integrated GUI to create (or edit) the .cfg and .ini files through getting the data from the verbose output and places them in the right folders etc. so I've never used it since I set it up the old school way initially so I definitely appreciate you sharing! it's nice to know that feature is there and it still works. I was thinking how do your lightguns still work if you changed the device name by changing the player # but didn't update the ctrlr config with the new device name....that will ALWAYS break devices from being mapped right. so now I must admit that arcade gun software does make that easier for the user in this regard - less setup time!
  10. Configuration override loaded? That is a message from Retroarch rather than LaunchBox are you sure the controller even works wirelessly? unless you know for certain it does you need to prove that it works over bluetooth, use gamepad-tester.com and make sure that site recognizes it. if it works OK there, then you know the problem is with Retroarch and whatever custom settings you saved. you could try deleting the custom config, but since we have no idea what type of config override you made, who knows which folder it is in other than it will be in Retroarch\config. Also who knows what settings it's actually overriding....kinda complicating giving any good help. From what I can tell you might be able to delete them under manage core options in the UI if it's a .opt file....but I think the "Configuration" term would mean it's a .cfg file. the config might just be for bezels even meaning you might NOT want to delete it and you just happen to have a problem with how the inputs/controller are configured. as in you might just need to reassign which controller button aligns with which emulated button.
  11. instructions are good, as the saying goes "RTFM" 🤣! I think what it does is enable/disable some of the "bulbs" so the area it projects in is either bigger/smaller. I too didn't notice it works better/worse, just seems to change the area/distance you can stand away from the display. so if you're in the right area that works for both, say maybe only 4ft away it would perform the same with the switch in either spot. but if you're OK with the extreme setting say standing 10ft away, if you then switch back to standard and try 10ft away it might perform crappy because it's too far away for that setting. So cool I think that sounds just like my experience with it! Yes I did catch that about the software. I'm not 100% sure I understand what you mean about changing their numbering and they still worked, you'll have to clarify for me please. For ex you setup your guns as P1 and P2 in the arcade guns software and got everything working OK in MAME. You then close MAME, open the arcade gun software, changed your guns from P1 and P2 to now P3 and P4.....and then booted back into MAME and the game worked fine with the lightguns?
  12. I feel the pain man. really this only annoys me when launching modern games through Big Box, which I get isn't the end goal of most users since these front ends were born out of the need to manage things on arcade cabs. People don't build an arcade cab to play the latest Assassin's Creed for example or other games I like using VRR with. Makes this a bit more of a couch gamer problem if you like using Big Box that way. I don't need VRR to play a retro game of yesteryear....but playing something newer and more GPU demanding, then VRR is the best. Just don't forget about v-sync which will certainly eliminate screen tearing and in my opinion is the right alternative to use to VRR. I know v-sync is not as good as VRR under normal circumstances but it's better than nothing....we're in a "it is what it is" kinda situation.
  13. haha no frustration I was making sure you didn't skip a step. Sounds like device mapping because I'm not sure why else it would see the physical lightgun as a joypad but not as the lightgun (mouse). if the devices aren't mapped then all those controls listed in the game as "Lightgun" would be expecting input from your keyboard and why you're hitting trigger but it doesn't do anything. since controllers or "joypads" sort of auto work and the 2 buttons on the lightgun you assigned as joypad style (instead of mouse clicks) in the arcade gun software those worked as expected in MAME. if you made everything mouse clicks in the arcade gun software then the 2 aux buttons wouldn't have done anything either. based on that I bet you missed a step or accidentally made a wrong selection the first time around so it's not a bad idea to start fresh. But the end justifies the means, right?! lol so glad it worked out the 2nd attempt! what size display are you using the new extreme sensor bar on? I been using a 48" to 50" TV, so the wider area that the extreme version outputs helps that very much. There is a toggle switch on these where you select it you have a display that's over 32 inches big and it changes the profile of how it outputs . Curious which setting you use and if you notice a difference when you toggle the switch?
  14. first and foremost, you need to have done the controller and device mapping that was the subject of this thread, the stuff I shared in my previous post. this means you must have made a ctrlr file that properly maps your lightguns per their names/IDs that I recommend to call "lightgun_remap.cfg" and you need to have a game specific ini file (in this case Area51.ini) file that is calling to use the lightgun_remap for the ctrlr option. assuming you took care of that you need to setup Lightgun X Analog and Lightgun Y Analog per the specific game's config (looks like you're in the right spot) so the lightgun works. and looks like there is only one button, obviously the trigger, so you need to set that to P1 B1. THEN you should be able to start playing But I'm sure you messed up something earlier in the setup if no buttons register, or only some do in MAME. you can test the lightgun outside of MAME first. just pretend it is a mouse so check all those buttons work. You can use gamepad-tester.com to test the joypad buttons are working. once you verify the lightgun is working right as intended for Windows, then you know at least that is fine and the problem is your setup with MAME. In lightgun's software I use absolute mouse settings. My onscreen buttons are all mouse clicks, left, middle and right. My offscreen buttons are all joypad buttons 1, 2, 3 so you need to sort of think this out yourself how you want to set it up since you have two layers of configuration to align between the lightgun software and the emulator. this part is very customizable to the individual or game so experiment with what works for you once you get the hang of setup. I for ex normally setup stuff like the start and coin buttons to the offscreen buttons and I have holding down the offscreen 3 button for 5 secs to engage a calibration so I can do that easily without having to bust out a KB+M here is my setup. Mine is a bit of a catch all here since I have configured not just the lightgun, but also so the mouse, controller, or keyboard can all work....or actually this is how it is by default isn't it? WHITE text means it is the default, and the greyed out text is ones I have customized....so wtf yours should have worked fine out of the box with the standard defaults.....regardless you just need to actually set it up. If buttons or mouse isn't registering you likely didn't do the device mapping. (see the last photo below) Configure Options > Device Mapping
  15. great I got the extreme one last summer too and it was a noticeable upgrade from the standard ones on the market I've used!
  16. haha I started writing a reply (and obviously didn't finish - typical life distractions) the other night and was going to link to a different video this dude made....I think they made a better one that goes over "stable MAME controller ID's". If you haven't also seen this one, this is a walk through the whole setup. Also there is excellent documentation and tutorial on MAME's official site and the official tutorial https://docs.mamedev.org/advanced/devicemap.html Steps: you need to open up a command prompt and navigate to the directory where your MAME executable is type in cd and then paste in the exact folder path to where MAME is stored...for example: cd C:\Users\user\desktop\MAME then launch mame with the verbose parameter which is -v. for ex: mame -v it will launch the emulator with all the verbose output look through it towards the bottom you will find a bunch of lines with INPUT in them and you need to identify which is your light guns then using those names and/or instance #'s that is the customized info that needs to go into your system example of me doing this. first line is changing directory to where mame is. I then need to tell it to go to a different disk, the "D" drive and since I already did the change directory line it's already at the right directory on the D drive. 3rd line is launching mame with verbose output then you get all the output you need to sift through. I'm showing the inputs that come up for me just now. I have nothing but keyboard an mouse plugged in, no joysticks or light guns etc. the mouse is considered a light gun type device by MAME which is why that last entry is listed the way it is here is my exact controller remap config file and I am using AIMTRACK style light guns but they are "Arcade Gun" branding. The shell is different and buttons on stock/butt of the gun rather than towards the muzzle which makes for using them with one hand possible in the Time Crisis series and others. All this does is make whenever these are plugged in that they will be Player1 and Player2 respectively since they do have specific IDs. Some devices are not so fortunate and share IDs/names so go by the enumeration "instance" they were created in. That guy does cover this in his videos. The first bit is mapping the light gun part, basically extra instances of a mouse. While the other half is mapping the buttons on the light gun, basically another instance of a controller. there is a slim chance you could copy and paste this since I think these AIMTRACK light guns get the same device name/ID all the time and are only changed through the associated software (like if you wanted to change the player1 light gun to be player3 light gun). Otherwise you need to decipher the info from the command prompt output and use that in your controller remap file <mameconfig version="10"> <system name="default"> <input> <mapdevice device="VID_D209&amp;PID_1601" controller="GUNCODE_1" /> <mapdevice device="VID_D209&amp;PID_1602" controller="GUNCODE_2" /> <mapdevice device="ATRAK Device #1 product_1601" controller="JOYCODE_1" /> <mapdevice device="ATRAK Device #2 product_1602" controller="JOYCODE_2" /> </input> </system> </mameconfig> you make the file.....as in open up a text editor and put in the text and then save it. in this case the file name will be [insert file name here].cfg you can name it whatever you want but it is a config (.cfg) file. personally when I did this I named it "lightgun_remap.cfg" and you will want to store it in MAME/ctrlr then for any light gun game I would have that game create an ini file, and in the ini file you need to define the controller remap file to be used. here is an example of an ini with a controller remap defined. note you write out the file name of the controller config without the extension. this way only when a light gun game boots will the connected light guns get assigned to player 1 and player 2....otherwise if I did it in the default/global ini then every game would have the light guns forcibly assign themselves over connected controllers and joysticks etc. so set yours up how you wish for your use case do watch the video(s) again if needed. the video I linked to is what taught me how to use this feature along with the MAME documentation. it's not getting any awards for being super entertaining lol but the info is thorough and what is shared is still the same method of getting this setup today. so the video may be a few years old but is still relevant.
  17. Using VRR/Freesync really messes up Big Box. Runs very jittery and stuttering with this kind of option enabled. I have to add Big Box as a game/app in AMD Radeon Settings and customize it to turn off VRR/Freesync when Big Box is booted. I like using VRR/Freesync too much to have it off all the time. Though this helps out, this method isn't perfect as some games do not seem to use the VRR/Freesync feature right when booted from Big Box. As in if you were to close Big Box and launch the game through it's normal launcher without changing any settings, it would work fine that way. As a back up plan, if I can, turning on v-sync in the in game settings is a good plan-B. Additionally, lots of artifacts appear when image sharpening is used. I also need to have that turned off when Big Box is booted because I also have that on as a global setting. That, or both of those settings need to be off in the global settings. My point being these settings are possible to customize per game or app on an AMD GPU. You need to add a new game, it might be called "profile"..... or whatever it's technically called. You select the app (the game's exe....in this case bigbox.exe) and then edit the settings you want to change. Next time that exe is launched it loads the settings specific for that game/profile This isn't perfect. Lots of times when games do use VRR/Freesync appropriately when booted from Big Box, when I'm done playing and close the game and return to Big Box, now Big Box will be stuttering and jittery. I then have to ALT+TAB in/out of Big Box to get motion back to being smooth. Really the TLDR PSA here is don't use VRR/Freesync with BB if you want an user experience that doesn't involve any special settings and hoop jumping....which I know is a hard pill to swallow as someone who loves using VRR/Freesync. Otherwise you have a couple quirks to deal with in order to keep motion looking good between both Big Box and the games launched from Big Box.
  18. Yes....assuming they are all applicable to your needs use the emulator's OSD use the game's OSD use your GPU's OSD most emulators have them, even Retroarch, most "AAA" games have them, and if you have a dGPU installed then your GPU's software has it too......but if you somehow don't have any of those options, then you need additional software. something like Afterburner is quite popular, HWInfo, etc when you're looking at the emulator or game or your GPU software it would be called something like performance metrics, FPS counter, OSD (on screen display), something along those lines Personally I use my GPU's OSD. If you have an AMD card installed the hotkey to toggle it is Ctrl+Shift+O
  19. skizzosjt

    ROM management

    right before you click the last button to start the actual import process. the window has a list of all the games it detected. you can edit their names here for example so they import with the proper name (game title) if it didn't scrape as intended. you can also remove them by highlighting and deleting them in this list, that way they are never imported
  20. OK understood. I keep deleting these folders since they were empty so now knowing it's a cache folder, I wonder why no cached image files are being created. Since you mentioned it is coming from wheel code you included which came from the BB team, I'll send this question their way.
  21. thank you sir! the continuous support here is great! I have another unrelated observation about CTC. I notice each time I switch to a platform in CTC since using 2.5 or 2.5.1 it creates an empty image folder in a location I'm under the impression it should not be. I did a sanity check with 2.3 and did not see this occurring with that version. Normally the folder path where my image folder is D:\Arcade\Frontends\Launchbox\Images However, if CTC was on PS2 when it boots up, now it creates two new folders up one level from the Launchbox folder and they contain no files D:\Arcade\Frontends\Images\Sony Playstation 2 Then say I switch to NES in CTC. Now there is another new empty folder created in D:\Arcade\Frontends\Images appropriately titled Nintendo Entertainment System. Rinse and repeat by selecting any other platform and the new empty folder is created and titled per the selected platform
  22. Got a moment to do this tonight, and have a conclusion here. In my experience using this new feature, I absolutely must be in a view that is using remap layout conditions for any videos using remap layout conditions videos to work (be visible). What this means is if I select publish when a view is selected that doesn't have remap layout conditions, it screws up all videos from appearing on any other view if they are attached to a remap layout condition. Only audio is audible but the video itself is invisible or hidden Here is the testing process Wheel3GamesView has many different remap layout conditions added for platform specific video placement and dimensions If I click publish when I have Wheel3GameView selected everything works OK! I can publish many times in a row and it works every time like this If I click publish when any other view is selected that does NOT have remap layout conditions the invisible video problem occurs I can keep publishing many times in a row on other views that do NOT have remap layout conditions, and each and every time this makes the invisible video problem occur If I then go back to select Wheel3GamesView and click publish.....videos are working fine again. Going further in specifically what I tested tonight.... I did a copy of my Wheel3GamesView to Wheel4GamesView and altered a handful of the positions and dimensions of the platform specific video remap layouts just so I can make sure when I switch views in Big Box I know I am on the proper one I selected Wheel4GamesView and clicked publish....not only does Wheel4GamesView have the videos working properly here, but if I switch views in Big Box to Wheel3GamesView the videos still work properly here too! Now I selected Wheel3GamesView and clicked publish.... this produced identical results. not only does Wheel3GamesView have the videos working properly here, but if I switch views in Big Box to Wheel4GamesView the videos still work properly here too! Last two points lend to my theory I need to be in a view that has remap layout conditions when publishing for any views remap layout conditions videos to work Further supporting this theory. If I go to any view that does NOT have remap layout conditions and publish it now screws up the remap layout condition videos for both Wheel3GamesView and Wheel4GamesView If I then go back to Wheel3GamesVew or Wheel4GamesView and publish all the videos tied to remap layout conditions in both views are working fine again Everything I've shared is repeatable 100% of the time If there's anything further I can provide that would be helpful let me know
  23. It looks like you're in the wrong spot (you're in the Main Menu > Inputs) if you are legit in the need to get to the "Controls" page. This is only accessible once a game is booted into because it is under the "Quick Menu" which only appears when game is running. So what you need to do is boot into your game THEN hit F1 on your keyboard. This should take you straight to the Quick Menu, or if not, you can still now manually navigate to the Quick Menu, and from that page, get into the Controls page. At that point you're now where you want to be in order to make controller adjustments. I'm not familiar with the system/emulator so hopefully this is what you need to do to fix your problem. It certainly gets you to the page you're looking for, but no guarantee it's the fix you need. If that doesn't fix it up, I would suggest you to use an additional remapping program that would take for example an xinput controller and remap it to your keyboard. This is another method to make a controller work for a keyboard input only game
  24. have a coworker accuse it of sexual assault and force them to attend sensitivity training after writing a 500 word minimum apology.....problem solved!🤣 for real though, I think there is a fix if you're on Retroarch (sorry I don't have any suggestion for standalone PPSSPP - an equivalent may exist, I just don't know what it is). You could make use of an analog stick to digital option....it's called "analog to digital type" and you would want to select Left Analog for the value. It makes the analog stick act like the d-pad while still letting the d-pad work as normal too. So if you like how the d-pad performs and want the analog stick to perform the same, that is the adjustment I would go for!
  25. I share the same feelings, you don't want to look a gift horse in the mouth, as the saying goes lol. But I should add in here, because I discovered the same bug as yourself. It's a bit quirky, BUT, the remap layouts do work.....I'll explain more on when they work and don't work for me I made 25 of these in the default config for Wheel3GamesView (or whatever the 3rd game wheel view is called) and they worked for me the first time I published. Great! I then started messing around with wheel lists in my platform views, publish these changes, and now all the remap layout videos don't work properly. The problem is exactly as you describe, they are not visible, but sound is audible. This got me scratching my head for a sec, and I republished again and now they work again....great back in business! Then I do more work on other views.....publish.....problem returns.....publish again.....problem goes away. At this point, I realized what the quirk is These DO NOT work properly if you have any other view selected in CTC when you click on publish. Since I did this specifically for Wheel3GamesView, if I was in for ex, PlatformWheel1 when I clicked publish, the problem will occur These DO work properly if I have the same view selected in CTC when you click on publish. So these have continued to work for me, as long as when I click on publish I have Wheel3GamesView selected I haven't tested further, but I'd be curious if this means there is currently a problem if you had the remap layouts configured on multiple views. Since you cannot have multiple views selected simultaneously, this would potentially mean only a single view would have this feature behaving as intended while the others would have invisible videos with audio playing. So I'd be wondering if this would prove you just need to be on a view that has these remap layouts when the theme is published, then all views with remap layouts work....or would it still mean just the single view selected will have the remap layouts work. Something I will have to fiddle with and report back So yes, I agree there is some funny business going on with the new feature, but wanted to share if you have a specific view selected that uses the new feature when published these do in fact work in my experience following those guidelines
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