Anti deadzone - any kind - will make it worse because the game's systems are designed around the baked in controller settings such as this deadzone. I didn't mean this in a "git gud" way, but rather in a "this is how the game works" way. Seems to me it's a learn to play issue rather than a technical one. I had no problem beating the game with leaving the controls as they are. In other words anti-deadzone buffer acts as a new square deadzone which I tried to fix in first place. It seems like anti-deadzone buffer uses the same shape as a deadzone (square in this case), and it simply reintroduces the problem which was fixed in the first step. Is there any way to apply some circle deadzone on top of square anti-deadzone? The problem is that now there is no deadzone whatsoever and the movement will occur by slightest fluctuations. These are the settings that do that kind of thing: To fix that behaviour you need to have a square shaped anti-deadzone, which will compensate a square deadzone and move the input to the working area (represented by green areas): Once you move the stick to the +x and +y position (the stick movement is represented by blue circle), the movement will occur only on x axis: The game uses a big square deadzone which looks like this: I am looking for a way to fix the deadzone forced by the game (Dark Souls II: Scholar of the First Sin to be more specific), and I need some help.
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