To further aid in the learning experience, the peripheral is housed inside a plastic window for a direct view and a little preview of the feel. The reverse side shows consumers a smaller diagram will feature callouts that outline the numerous traits and functions of the product, which is especially useful in the retail setting for those who may not have heard of keypads before. On the front is a huge shot of the keypad, large enough to serve as a background image for a few detail listings. Thanks for the response~ It's not a dealbreaker if I can't use the Nostromo, it's just comfier than the keyboard and I'm used to using it for games with this style of gameplay.If you've ever purchased a mouse from Razer, or really just about any hardware from them, you'll have no problems finding your way around the Nostromo's package. Though that could be more trouble than it's worth, just throwing ideas out there. Maybe options could be offered to toggle simultaneous gamepad/keboard+mouse controls, and override which prompts are being displayed. If both could be active, then the game would be fully functional, though it'd be displaying the gamepad prompts. Maybe there's some way to allow keyboard and gamepad inputs to coexist? The game or the plugin wants to disable the mouse for aiming when it detects a gamepad, since the right stick performs that function. Kinda surprised they haven't included it. The Nostromo isn't super uncommon, I'm probably not the only one who's been sticking with it instead of upgrading to an Orbweaver (though that could have similar problems, not sure). I'm not sure if this is an issue the plugin developer would be willing to address. Or I could just play with a gamepad when I get one soon, since I don't intend to go without one indefinitely, have just put it off for budget reasons. It's effectively been a permanent attachment. If this is something the plugin's doing and can't be helped, I can work around it, and just use the keyboard (Woodpunk doesn't have a massive keybinding list anyway), it's just a little annoying reaching down to unplug the Nostromo from my PC when I want to play. This time, it's in our hands, so we'll get that one fixed soon!Īgain, sorry for this. The other error (text/buttons size in controls mapping) is probably what you say, as well. Sorry you're having this issue, we don't own a Nostromo and we didn't program the middleware that detects it, so we are completely blind here :( Or maybe you can fiddle with the Windows device manager options, so that Nostromo is recognized as a keyboard? It's quite a weird thing. Is unplugging the keyboard before opening the game an option? Maybe this makes Nostromo your primary keyboard and the game will detect it as such. Rewired has no support for it, it just treats it like a regular gamepad. Tried to tweak it for a while, but it doesn't seem like it's going to work. It supports a huge bunch of stuff, but it doesn't support Nostromo. We use a middleware plugin called "Rewired" for mapping keys and controls. And you're right in both issues:Īs you said, Woodpunk is detecting your Nostromo as a gamepad, not as a keyboard extension. Thanks for all the info and for taking the time to check this through. I have to alt-F4 to exit the game if I launch it with the Nostromo plugged in, but that doesn't produce any logs. I have no crash or error logs to send, unless they're named something that isn't obvious. That's with the Nostromo connected, with the "back" button gone and the non-functioning gamepad button (since I have no gamepad) displayed. Intro is skippable, back menu works with escape key but doesn't show button, movement in-game works, firing and dodging with mouse button works, aiming with mouse button DOESN'T work (stuck facing left).Īdditionally, the controls menu is messed up, possibly because my monitor is 21:9 (though the game is locked in 16:9). Launching Woodpunk WITHOUT Nostromo THEN plugging Nostromo in. Launching Woodpuink WITHOUT Nostromo: Intro is skippable, keyboard works, "back" menu works with escape key or clicking button, and game is playable. Launching Woodpunk WITH Nostromo: Intro is NOT skippable, keyboard controls are disabled, "back" menu function doesn't work, and once in game nothing works. Most games just allow it to function as the keys its bound to (which, for me, are mostly the keys around WASD, and the arrow keys), but Woodpunk detects it as a gamepad, and this causes problems. It's not a gamepad, more of an extended mini-keyboard for the left hand. I use a Razer Nostromo, an older version of Razer's Orbweaver controllers.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |