Gamepad Support Discussion Thread
Re: Gamepad Support Discussion Thread
Since Morrowind is coming to the Xbone in 6 days, and my gf has an Xbone, I mightily intend to continue my Gamepad GUI research very soon.
Re: Gamepad Support Discussion Thread
Great! Sorry I never got those screenshots to you. Let us know how it runs on the X, because one the reasons I never got you those screenshots on 360 is that the framerate is literally headache inducing.
Re: Gamepad Support Discussion Thread
Some of us have never played on PC, and only played on original Xbox, such as myself.
For my, the vanilla GUI is the gamepad / Xbox GUI, and playing openmw is confusing and difficult because of the PC GUI.
*shrug*
Re: Gamepad Support Discussion Thread
I'm going to do the research in the original engine with the intention of replicating the xbox interface.
Re: Gamepad Support Discussion Thread
Maybe it's because I played too much of MW back in the day but I have no problems with inventory management of the PC GUI of MW and consider it far superior to Oblivion and Skyrim's GUI (even compared to SkyUI).Zini wrote: ↑28 Nov 2017, 10:48 Just for the record, I agree that the original inventory UI is useless (not just for gamepads). The icons are too small, not distinguishable enough and and there are too many different ones that you could reliably identify an item by looking at the icon. That means you generally have to mouse over the icon and look at the tooltip for identification, which makes the whole thing as I said useless. I also agree that SkyUI-style style inventory UI would be a large improvement.
Please allow us mere ignorant mortals access to the original MW GUI and let any other kind of "improvements" be either separate mods or an option in the settings box.
*return to the lurking shadows*
Re: Gamepad Support Discussion Thread
@devs: Just doing a little research for whoever implements this down the road. Should the Gamepad GUI's be made separately from their keyboard-mouse counterparts in terms of the xml layout files and the mwgui cpp/hpp files or should they inhabit the same classes?
Example, if we look at dialogue, we have:
Example, if we look at dialogue, we have:
- openmw/apps/openmw/mwgui/dialogue.cpp
- openmw/apps/openmw/mwgui/dialogue.hpp
- openmw/files/mygui/openmw_dialogue_window.layout
- openmw/files/mygui/openmw_persuasion_dialog.layout
- openmw/files/mygui/openmw_debug_window.skin.xml
- Thunderforge
- Posts: 503
- Joined: 06 Jun 2017, 05:57
Re: Gamepad Support Discussion Thread
Another thing to consider: how will UI mods be affected by whatever solution we use to create a gamepad UI? Will we expect them to only work for normal UI and require adjustments for gamepad UI?
Re: Gamepad Support Discussion Thread
Yeah, I really don't understand yet how you would change the layout of a window to a new layout since that file is loaded in the initialization list...
Ideas?
Ideas?
Re: Gamepad Support Discussion Thread
We could technically export OpenMW to Xbox one via the Xbox Creators Program.
https://www.xbox.com/en-US/developers/creators-program
- AnyOldName3
- Posts: 2678
- Joined: 26 Nov 2015, 03:25
Re: Gamepad Support Discussion Thread
You have to integrate XBox Live to do that, and it's a proprietary library that I doubt is covered by the system library exemption, so you can't link OpenMW against it.