Lovro Pleše

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So, you gave up on XtendedInput? https://github.com/xan1242/NFSU-XtendedInput/issues/35 Did you do as I asked you to? You need to enable Steam Input in Steam to properly translate/remap the controller to dinput...

It _is_ the solution. I will continue working on it eventually. The only thing that doesn't work is the ingame remap menu right now, which yes, it is the biggest...

Disabling "SingleCoreAffinity" (which should be renamed to something like "PinThreads" instead because it legitimately confused me with the Windows' process affinity) causes UG2 to crash somewhere during EAXSound::Update, so it's...

Yeah, I can tell easily in the disassembly and the start locations of each CreateThread. Should be no problem.

I don't think there's an easy way to fix this issue. This will happen if the Y axis on the first axis (axis 0, usually the left stick on most...

No, because SimRate is more of an improvement than a drawback for casual players. That is why it's enabled by default and implemented in the first place.

And on another note - this existing at all in the widescreen fix would mean it stays banned unless it's done specifically inside the project. It comes down between doing...

Idk if you've done anything about this in your project, but I am slightly interested as I'm familiar with UE1. WS fix would have to be done with a custom...

That is caused by the dynamic switcher yeah. It's an unfortunate side effect and yet another case of needing to solve things on a case-by-case basis for this to work...

To fix this, we just need to find the code that handles that object in the console versions and re-implement it in the PC build. It should be relatively straightforward....