Banz99
Banz99
@NikoofDeath I didn't bother updating the release builds for a simple reason: not to create fragmentation. Handling issues for the project seems to be a time sink already, having custom...
Going against my previous statement, given that some more people even outside of github asked for it, I decided to update the release builds in my fork.
Me and @ndeadly have been discussing this for months (you can see an implementation of these deadzones already in my (now outdated) pull request), the idea is to not create...
> Indeed, I developped this feature from 0.6.0 version where stick calibration results were not applied. With 0.6.1 version, those changes could be considered as "redundant". However, with what you...
For future reference, this controller looks very similar to the Mocute 050, and in fact may just be a rebranding of it. I wouldn't exclude some correlation to #367.
@BryanHaley Any chance you still have that PowerA GameCube Controller lying around? You could try my build above and see if it works for you.
> That's cool! I wonder if those switches can be done on runtime, if that is the case then maybe this could even be hooked up to a key in...
> Thank you for the answer. Before reading your explanation I was under impression that everything was just about to work, like only a minor fix was needed. But now...
Hey, I've compiled it for you (based on the changed cpp): [MissionControl-0.9.2-rsticknunchuck-fe31665.zip](https://github.com/ndeadly/MissionControl/files/11655987/MissionControl-0.9.2-rsticknunchuck-fe31665.zip) Anyway, I was discussing with ndeadly about a more customizable way to handle different mappings based on controller...
Would be appreciated! 👍