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RetroPlayer Test Builds (updated for Nexus)
(2022-06-02, 15:47)OmniBlade Wrote: Hmm, I was thinking more for the controller assignments, so if a game has multitap attached or not but config of the button layout is important as well. I would say the expected behaviour would be the default bindings of the Kodi controller to the game systems controller should be used unless an override exists.

In this case, when you configure controller assignments or buttons in the game, it overrides it for the game. When you configure controller assignments or buttons outside a game, it configures it globally. The code for this is easy to do, but do you think this behaviour could be confusing?

 
(2022-06-02, 15:47)OmniBlade Wrote: Custom layouts being attached to players so they followed them no matter which port they choose to play on would also be very desirable.

Indeed, some sort of idea of players in Kodi would be nice. I've put a lot of work into a Player Manager. You can follow the saga here: https://github.com/garbear/xbmc/issues/87
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(2022-06-04, 22:32)garbear Wrote:
(2022-06-02, 15:47)OmniBlade Wrote: Hmm, I was thinking more for the controller assignments, so if a game has multitap attached or not but config of the button layout is important as well. I would say the expected behaviour would be the default bindings of the Kodi controller to the game systems controller should be used unless an override exists.

In this case, when you configure controller assignments or buttons in the game, it overrides it for the game. When you configure controller assignments or buttons outside a game, it configures it globally. The code for this is easy to do, but do you think this behaviour could be confusing?

Potentially yes, but I can't think of how better to structure it. Maybe have some kind of warning when editing in game that it will only affect the mapping for the current game and you need to leave the game to configure globally or have a button to switch to configuring it globally? Perhaps even an "Apply Global config" button that wipes out a customised layout?

I would expect the expectation of editing outside of a game would be that it affects all games unless they have an override in place, so I wouldn't think the reverse warning would be required.
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(2022-02-01, 10:31)RockerC Wrote: @garbear Perhaps the subject title in your original post in this thread be updated/changes now that you released RetroPlayer 20 alpha 1 (2022-01-28) based on Kodi 20 Nexus?

https://github.com/garbear/xbmc/releases

Maybe update/change your subject title from "RetroPlayer Test Builds (updated for Matrix)" to "RetroPlayer Test Builds (alpha releases updated for Nexus)" or similar?

Bumping this now that Kodi "Nexus" Alpha 1 has been announced -> https://kodi.tv/article/kodi-nexus-alpha-1/

Subject title and content in the original post in this thread should be updated to mention Kodi "Nexus" Alpha 1?

Post Subject: RetroPlayer Test Builds (updated for Nexus)

RetroPlayer 20 Alpha 1 (Nexus) and beyond

 
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Sure, updated, thanks. In other news, I did another round of Nexus 20 alpha 1 builds.
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(2022-06-09, 02:39)garbear Wrote: Sure, updated, thanks. In other news, I did another round of Nexus 20 alpha 1 builds.

Nice, though also great if the original post is as well updated like so:

...

RetroPlayer 20 alpha (Nexus) and beyond
 
RetroPlayer 19.3 (Matrix)
 
...
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New builds!

I ported Windows Shaders to Nexus, and they will be included in the 20 Alpha builds from now on.

I also backported the final Savestate manager to 19.4.

Both 19.4 and 20.0 Alpha 2 are now feature-identical from a games standpoint. Get downloads for both here:
   
(2022-06-30, 09:49)RockerC Wrote: Nice, though also great if the original post is as well updated like so:

Thanks, updated.
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