I dabble in coding, linux, gaming, HEMA, LARP, e-mobility, carhacking, simpits and… parenting?

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  • 186 Comments
Joined 2 years ago
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Cake day: June 16th, 2023

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  • Hey. Only reading this now. The problem is that Wine or Proton love to default additional devices to XINPUT but what you really want is HID. This is set in the system reg file of the WINEPREFIX that Steam created. oc you must also disable controller remapping for the sticks in Steam. That’s Game Settings => Controller => Steam Input Deactivated.

    There are a couple of options to fix this. Locate the wine / proton prefix in question and set it to WINEPREFIX so wine can find it. Make sure the game is NOT running. Have an idea how this might look (you WILL have to adjust that path):

    export WINEPREFIX=/mnt/games/steamapps/compatdata/359320/pfx
    wine regedit
    

    This launches the registry editor. Now locate HKEY_LOCAL_MACHINE => System => CurrentControlSet => Enum

    Here are two categories: WINEBUS and WINEXINPUT. The joysticks are saved here as “VID_” + $VendorID + $ModelID.

    Check all for the key “Service” and make sure they are set to “winehid” and not “xinput”. Check all for the key “CompatibleIDs” and make sure they are set to “WINEBUS\WINE_COMP_HID” Check all for the key “Class” and make sure they are set to “HIDClass”

    You can prevent this somewhat with various DWORDs. See https://gitlab.winehq.org/wine/wine/-/wikis/Useful-Registry-Keys for reference.

    Particular useful are: “Enable SDL” = 0, “Map Controllers” = 0, “DisableHidraw” => 0

    You can also start the GameController Setup and set some of these here:

    export WINEPREFIX=/mnt/games/steamapps/compatdata/359320/pfx
    wine control
    

    If some device still shows up as XInput select it and click Override. Test on the DInput tab if everything works. Mind that some older Wine versions will only show 32 buttons but this is a graphical limitation and the buttons do register.

    When all that is done/checked quit all wine processes and try again with Steam.


  • Nice! I’m a little crazy on this. The display has a full functioning Primary Flight Display - totally pointless in a space game - I know - but it feels better near a planetary :D

    For now there’s not much touch use and I won’t add much because most of the suggested actions are on the button box itself (I prefer buttons).

    The top has a kinda new button bar with a few functions concerning the app itself now though: That’s mostly to enable/disable network functions and theme debugging/selection for now. The app shows not only ingame chat, for example, but is also connected to my Owncast/Twitch/YouTube channel so I don’t miss messages during live streaming. That’s optional though and in some cases needs setup during runtime (e.g. YT) to obtain access tokens.

    I do want to make some of the windows interactive so I can shove them out of the way when they pop up - or switch to a completely different view.

    Currently this is semi smart e.g. when I’m mining it shows the last asteroid scans so I don’t have to linger around and check the probes manually. If something interesting shows up I just fly back. In combat mode all the unimportant clutter is automatically hidden and it shows targeting data and energy management.

    It can also show current route planning, cargo inventory, a limpet (drones) counter, which system I’m in and all the little stuff that is annoying to look up all the time. I may add some more functionality here but as written before: I really prefer buttons 🤓

    Edit since I forgot: It also shows alerts and plays sounds: https://www.youtube.com/watch?v=wp1PkVhH9cc

























  • That is interesting. Do I understand this correct that it has to be SBS left/right for this to work? I read conflicting reports on this.

    Thing is my glasses need right/left and most of what’s on YT does simply not work when I just go fullscreen with SBS enabled so I have to drag it out of YT first and run it through Bino (or use ffplay with stereo3d filter) to “fix” this again.

    This looks like if I want to make it convenient for VR I make it inconvenient for XR glasses users like XREAL and Viture users. I’m highly confused.

    Oh and what about h265 or V1? The example only suggests h264:

    ffmpeg -i input_file.mkv -vcodec libx264 -x264opts “frame-packing=3” output_file.mp4

    Tried if h265 would happily eat frame-packing too but it’s an unknown option for it :/