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[Request] Minor QoL stuff #117

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MapMappening opened this issue Oct 3, 2022 · 3 comments
Open

[Request] Minor QoL stuff #117

MapMappening opened this issue Oct 3, 2022 · 3 comments

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@MapMappening
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MapMappening commented Oct 3, 2022

Concerning Metroid Prime Trilogy specifically but not exclusively, I'm sure a few of these are already in the works, but I want to give my thoughts anyway.

-Default control profiles for morphball/menu/map switching. There's some things that are understood intuitively, like morphball jumping to 'space' and 'tab' to go back a menu, and these would help in the control scheme feeling less clunky, though I'm not sure if texturepacks like the M&KB buttons can necessarily reflect this (Either through resourcepacks or selecting specific duplicated textures). It would also be helpful for the menu/morphball/map profiles to be individual for more customization

-Better mouse integration in menus. At least for trilogy, the mouse support feels good but unpolished. Moving the map with the mouse is cool, but I'd like if there was an option to hold something down - like left click - to move the map so it follows how other programs rotate objects, as well as possibly giving the same scheme to panning the map. Some things that would be simple to implement on paper such as mouseweel support for scrolling and zooming, and panning by grabbing in the gallery would also be good, however annoying that is to actually implement.

-Update to the wiki on performance. In my tests, using a 1050 Ti and an i7 cpu at 3.60 ghz and a mid-high transfer rate HDD, turning Speed up Disc Transfer Rate on was the source of massive stuttering even with overclock, as opposed to this being off while every other performance option was turned on and graphics were maxed out, few, brief, and far between stutters. It should be noted then this option can backfire pretty hard.

-Account for crop being turned on for scaling sensitivity. This isn't really necessary, and maybe it's already accounted, but this would just be so there's no loose ends.

@SirMangler
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  • Default Profiles: It would be good to incorporate these. I have been thinking about separating the map and morph into their own respective profiles as well. But no texture pack I'm aware of will be able to account for this. We would have to offer a feature for this, or some bindings so the Universal Input Pack might be configured for it.

  • Mouse in menus: I agree. I hadn't thought of the gallery until now, zoom is possible, but something of a nuisance to setup properly for all platforms/input APIs. Afaik when shio wrote the map controls, his scroll wheel literally wasn't working with PrimeHack because of a bug related to Linux. The alternative is to have people bind their own scroll wheel binds, but that's not as elegant.

  • Performance: The reason that Speed up Disc Transfer Rate stutters so hard isn't necessarily because it's impactful on performance. The stutter happens because the assets for the next area are being loaded from the disc so fast that all the shader compilation needs to happen within a frame, instead of a few compilations, then wait for more data to be streamed and render a couple frames, then some more shader compilation, etc.

I do agree with documenting this however, because even though this is less of an issue for people with stronger hardware, people should be aware they can choose between stutters and waiting on average 3-5 seconds longer for doors to open.

  • Crop: This should already be handled, cursor movement is based on the width/height of the renderer itself. Reticle (ie beam/visor menuS) is handled based on the actual game itself (ie pal vs ntsc, aspect ratio, fov). But shio wrote this so I could be mistaken.

@SirGamers
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Here are some profiles I use.
PrimeHack XInput Controller.txt
keyboard.txt

@SirGamers
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the keyboard one is good because its the one that the HD Icons extra mouse buttons texture pack replaces

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