Xinput rumble support (Selaco has it already)

Remember, just because you request it, that doesn't mean you'll get it.

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Rachael
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Re: Xinput rumble support (Selaco has it already)

Post by Rachael »

Professor Hastig wrote: Fri Sep 20, 2024 3:24 am It is hard to tell what they did - there's too many random changes throughout the code which makes comparing it very hard, much less finding the commit where they branched off.
dpJudas wrote: Fri Sep 20, 2024 1:45 am I'm sorry Muusi, but any changes you see in Selaco was done in such a way to only serve their own game. It is their right to do that per the license, but it ultimately also means their stuff will most likely never end up in GZDoom proper until someone else implements the same thing in a proper way that meets the quality standards required to survive as a PR.
Highlighting these two statements because they simply cannot be overstated.

If they really wanted to benefit the GZDoom community as a whole - they'd stop sequestering themselves away from it and actually do the PR's and code reviews to get their additions working. Just saying "it's there, we're so kind and generous" isn't enough. As dpJudas said, that's enough to satisfy the license - not helping with crucial and critical things like code deltas.

Let's not even start on the shim they used for the Steam achievements - I can't find a source for that anywhere, and GPL requires that if you distribute other items with a GPL project they too must be open source. That isn't following the license.
Muusi
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Re: Xinput rumble support (Selaco has it already)

Post by Muusi »

So basically there's a version of GZDoom with working controller rumble but you only get to play Selaco. That's depressing. Even bought it because my dumbass thought that it still supported regular Doom WADs but of course not duhh.
Cacodemon345
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Re: Xinput rumble support (Selaco has it already)

Post by Cacodemon345 »

For everyone else looking to backport Selaco's rumble support to GZDoom, I traced the commit from where its engine fork branched off and uploaded the changes here to the "pancake" branch: https://github.com/Cacodemon345/gzdoom/tree/pancake

Diff is here: https://github.com/Cacodemon345/gzdoom/ ... b47c761a1e

I don't have a rumble-capable controller yet so I can't backport the backend input changes to GZDoom yet. But this should save everyone's time seeking to actually do so and in general seeking to backport other changes.
Muusi
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Joined: Wed Mar 24, 2021 6:18 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Xinput rumble support (Selaco has it already)

Post by Muusi »

Cacodemon345 wrote: Fri Sep 20, 2024 12:15 pm For everyone else looking to backport Selaco's rumble support to GZDoom, I traced the commit from where its engine fork branched off and uploaded the changes here to the "pancake" branch: https://github.com/Cacodemon345/gzdoom/tree/pancake

Diff is here: https://github.com/Cacodemon345/gzdoom/ ... b47c761a1e

I don't have a rumble-capable controller yet so I can't backport the backend input changes to GZDoom yet. But this should save everyone's time seeking to actually do so and in general seeking to backport other changes.
Have a ko-fi or something? I'll gladly buy you a wired 360 controller.
Cacodemon345
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Joined: Fri Dec 22, 2017 1:53 am
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Re: Xinput rumble support (Selaco has it already)

Post by Cacodemon345 »

I don't have any Ko-Fi or Patreon accounts and I don't have any PayPal accounts either due to where I live. Sorry.
Muusi
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Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Xinput rumble support (Selaco has it already)

Post by Muusi »

Cacodemon345 wrote: Fri Sep 20, 2024 1:34 pm I don't have any Ko-Fi or Patreon accounts and I don't have any PayPal accounts either due to where I live. Sorry.
Damn. Anyone willing to do it and also lacks a controller please let me know :)

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