[Wii] Metroid Prime Trilogy
|
02-22-2015, 02:27 AM
Definately! Those controls just feel kinda forced. No controller (or wiimote) works as well for aiming as the good old mouse ^^).
What is that under IR, though. 'cursor y-' and so on. What is that?
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
02-22-2015, 02:34 AM
(02-22-2015, 02:27 AM)StripTheSoul Wrote: Definately! Those controls just feel kinda forced. No controller (or wiimote) works as well for aiming as the good old mouse ^^). I agree! Mouse movement. Up is mapped to moving the mouse up and the same is true for the other 3 directions. It's easy to map in the controls just click on "UP" and move the mouse upwards, then repeat for the other 3 directions. 02-22-2015, 02:50 AM
(This post was last modified: 02-22-2015, 02:56 AM by StripTheSoul.)
Hm, when I move the mouse I get 'axis', not 'cursor'. But I could just map it via the menu you get when you right-click. This was also necessary for some other keys, the mapping kinda didn't work the way it should.
Works great now! ^^ The only weird thing is that the charge shot something goes off too eary, like, without me letting go of the left mouse button. Maybe my mouse is just getting old but I don't have this issue in PC games. EDIT: Also kinda strange: In the option menus I can't get the cursor to the bottom of the screen with the mouse...
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
(02-22-2015, 02:50 AM)StripTheSoul Wrote: Hm, when I move the mouse I get 'axis', not 'cursor'. But I could just map it via the menu you get when you right-click. This was also necessary for some other keys, the mapping kinda didn't work the way it should. Hmm, that's weird. I just tried remapping the mouse movement and got the same issue you did. Had to select it manually from the right click menu, I didn't have to do that when I made these controls about a week ago. Wonder why that happens now. For the charge beam, try messing with the "Threshold" under Buttons in the wiimote settings. I had this issue when playing Prime 1 with a 360 controller and messing with that number eventually got me to a point where the issue was minimized. Don't recall what I did now though, it was a while ago. For the options menu problem, try messing with the "Center/Width/Height" numbers under IR. Still not 100% sure what they do, I pretty much just mess with the numbers and go back in-game to see the effect it has. 02-22-2015, 03:23 AM
Aw yeah, that's it! The Threshold at 75 stops the premature shooting and setting Center/Width/Height to 80 makes the looking around faster and feels less like molasses.
I think this will make the game even better. Thanks again, mate
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
(02-22-2015, 01:47 AM)Krabonq Wrote:(02-19-2015, 07:00 AM)JosJuice Wrote: The problem that required Speed up disc transfer rate as a workaround has been fixed in the newest development version, 4.0-5531. I recommend everyone using older development versions to update Dolphin and disable Speed up disc transfer rate to fix the game-breaking problems. There definitely is a big improvement in terms of performance (I don't care much about menu lag) and the SUDTR isn't needed anymore. Game's finally very much playable for me, thanks devs! The only negative thing I've noticed is that some doors take longer to open (or rather, the rooms take longer to load). 03-15-2015, 10:21 AM
I was pretty excited to try this game out after the texture pooling enhancement went into place which supposedly increased performance significantly for OGL. I must say, the performance gains are huge. Thanks!
However, the constant stutter due to shader generation is still apparent. It appears there's some Ishiruka build that combats this issue. I tried it, but the performance isn't as good as the official builds. If the official builds maybe used the async method coupled with texture pooling, the game would run even better. Thoughts? 03-15-2015, 10:27 AM
No, because the async shader method causes missing geometry and textures, which is too big of a hack for the master branch.
|
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)