Currently, skill games which come from PS4 to PC do not work correctly. This is because the controller inputs aren't translated correctly, and do not pick up input *most* of the time (ocassionally it is possible to get them to receive input, no idea how to consistently reproduce).
To demonstrate, I opened up a skill game called "Block Breaker" by SwampBalls on PS4. The controls on the bottom half, which are from the track and come directly from the PS4 cross-plat, do not receive input. The top half controls, the ones I added using the PC editor, do work.
I'm also uploading a fix of the skill game to track central (so pc users can play the track), in case you want any more verification of this.
Also out of curiosity, if you're on PS4 and you see the PC control fix version on track central (newest skill games), post here if the controls do or do not work, since thats more info for RedLynx
edit: Also really worth noting, if you open a track with these PS4 controls in the editor, and you delete the controller inputs, then undo the deletion, it will auto-convert them to the working control inputs. So at the very least, I can convert and re-upload good skill games quite fast![]()
I think I may have found another case of this on Xbox One. Can anyone confirm if a track called TrialsCraft (that's all one word) works as it's intended to on PS4 or PC? It's a Skillgame and the instructions say to use the RS to move the cursor around, but the controls are all messed up. I was having to push LS and RS in and press LB and RB to move the cursor.
I hope Redlynx can get this resolved soon. I'd rather not release any more Skillgames until the controls can work properly on all platforms.
On a side note, how'd you manage to open up SwampBalls track in the Editor there?
This was another broken PS4 port, since its also appears under FusionShared on PC. pneumaticbog, I assume that if you were to try the non-fix version of Block Breaker it would also not work on Xbox One? That means that controller inputs from PS4 are also breaking under X1 as well.
A few interesting things I found fixing the TrialsCraft track; if I just delete one input and undo the deletion, all the inputs get reset to the correct version. Also, there were an extra set of duplicate inputs that the creator left in, which didn't do anything to the track except modify a set of variables that did nothing (it was like a prototype he just left in), I also had to delete those extra inputs to make the cursor move correctly (it would only move left right and up, no down or diagonals). Probably the kind of thing that happens if you have multiple of the same controller inputs I guess.
A bit of a dodgy skill game if I'm honest. The creator hasn't done co-ordinates right so its possible for the cursor when you move it far enough for it and the spawned objects to come off the driving line (He used global, rather than adding on local for his OPEs I think). Still, I can upload a controller fix if you want.
Also if you're on X1 i'm pretty sure you're still good for uploading skill games, I know the X1 skill games work fine on PC and PS4 too I believe
Us PC users can manipulate save files, so we can do that sort of thingOn a side note, how'd you manage to open up SwampBalls track in the Editor there?![]()
Thanks for the help Waistless! I hope this can all get sorted out soon. SwampBalls map was pretty fun, glad I got to play it with your fixed version.
I just released a track called Input Testing on X1, hopefully it will be cross-platformmed by tomorrow. I was wondering if you could try it out on PC or PS4 if you have it, I want to make sure all the button inputs work perfectly as I am going to be using all but one of them for a Skillgame.
Thanks again for your help!
All works fine on PC.Originally Posted by pneumaticbog484 Go to original post
Nice! Thanks for your helpOriginally Posted by Waistless Go to original post![]()
A follow up: I have found a total of 3 bugs when it comes to PS4 tracks being xplatted to PC. One of them is the control input bug I described earlier. There are 2 other bugs which may or may not be editor related.
The second bug/inconsistency:
This is a difference in how the PC editor handles inputs as opposed to PS4. On PC, duplicates of the same control input all share the same state of "enabled, stuck, disabled". This is clearly not the case on PS4 as there are tracks which have been uploaded using duplicate controls with multiple states that work fine on their original console. This can cause inconsistencies when doing the delete then undelete method of fixing controls, as they can turn out differently with their states being overridden as one or the other.
The third bug, from MIAWS' track Ninja Digital Handbook (xplat version):
This is from a track that originally came from PS4, which I reuploaded to fix the controls, making no other changes.
The glitchy ramp you can see is on a physics joint. This joint has an upper limit that defaults to 1, and gets changed upon hitting the buttons. The lower limit is meant to be set to 1, however the actual value may not reflect this, as simply changing the value to 0 and then back to 1 fixes the glitchiness of the ramp.
Suspecting this might be a value storage problem, I tried setting the value of the lower limit to 0.99 in an attempt to reproduce the glitchiness:
It was not quite as glitchy as the original glitched state (it never completely spaszed out), but came close. I highly suspect this is some sort of integer <-> floating point conversion error, where the value has ended up being 0.9999999999999' instead of 1, but still shows up as 1 when initially looked at in the editor. Of course changing it to 0 and back to 1 fixes the stored value.