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moved here: https://www.gog.com/forum/indiana_jones_series/controller_support_for_emperors_tomb/post44
Post edited April 22, 2018 by level-studio
moved here: https://www.gog.com/forum/indiana_jones_series/controller_support_for_emperors_tomb/post44
Post edited April 22, 2018 by level-studio
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medievil1:
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level-studio: a little bit of toilet paper?!:

PS2
Xbox Original
and my layout


The walking button is very useful when you are near a cliff or a place where you need to move exactly or where you need to jump, which is not always convenient (accurate enough) to do with a left stick.
So I added it to the layout and besides it was not used (was not stuck in my layout - all the actions were assigned, except for walking - so I assigned it to the LT, as an option, you could change the bumpers and triggers in some places, but it's necessary to redo the entire layout as there are several actions on one bumper button). Moreover, the layout in the game implies several actions assigned to one button (the value of the buttons changes if you switch to the shooting mode or the first person view) and reassigning just one action to another button breaks the entire layout and the control does not work.
In the settings menu of the management layout in the game, it is for this very reason that you can not assign this or that action to a separate button, because this button is tied to other actions, and these actions are tied to the control scheme in the game, and there are several schemes, depending on the game mode
That's why I pointed out that (BUTTONS DON'T REASIGN!!!) in the control settings menu in the game - it breaks control, and you need to unpack the fix into the game folder again.
ooooh yeah. So yes. It was very difficult to fix the controls in this game. Just ******* hard. At some point (after each layout change it is necessary to run the game and check - and so hundreds of times), I postponed this lesson and after a couple of days back to this I realized that already I do not remember where. This is about how to open a safe with a combination lock without knowing the combination.
And I got the impression that the developers did not finish the control for the gamepads in the PC version, or did not do it at all, but left it as it is - it's a direct port with a XBox Original and I doubt that at the time, however, as now, then you can connect this controller to the PC and not the fact that this controller will work in the PC version.
As for the black and white buttons with the Xbox original, these buttons correspond to the left and right bumpers on the Xbox 360 controller. And rolling by pressing the trigger is not very convenient and as I said there not only roll but other buttons will also be triggered (for example, to look out from behind the walls and move left to the right to the wall), which means a complete redrawing of the layout.
In general, I think that my layout is quite convenient. And most importantly - all the buttons work!

Sorry, but Google translator such a curve!

Here are the: DIFFERENCES between the original and fixed binds.cfg
on the left - original binds.cfg
on the right - fixed binds.cfg

Enjoy!
oh I fully understand Why you made the changes, nothing wrong with them, just more personal preference for myself, and I might end up purchasing this https://www.amazon.com/Mizar-Replacement-Xbox-Controller-Adapter-Microsoft/dp/B000RT2868 , so I wanted to see how close to original xbox controller scheme I can get
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medievil1:
Let me know if you get to play on the Xbox Original Controller, I'm just wondering whether this game supports this controller or not
Post edited April 05, 2018 by level-studio
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medievil1:
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level-studio: Let me know if you get to play on the Xbox Original Controller, I'm just wondering whether this game supports this controller or not
well... can't really test.. Must be the xinput changes, it won't run with that controller plugged in, unplug it, runs fine... gonna grab the original release and drop it in a different folder, see what happens

***EDIT***
Ok SUCCESS!!!
I used basically the newer patched stuff, the 2015 exe (no xinput or dinput in the folder) so I got widescreen, upsampled movies, etc...
all I had to do was install xbcd (have to turn off windows ten driver sign check though), and in the windows tab set 16 buttons(default is 10)...
on the xbox tab you can set the dpad pov buttons to individual (you pick the button number) save the whole thing and it works.. only major change in the bindings is setting all the button numbers , xbcd starts with 1 not zero.. so you can't do a number for number... button zero in the game is really button 1 so you have to compensate... even though my dpad is set to buttons 13-14-15 and 16 in xbcd, I have to set them as 12-13-14-15 in the bindings.. it works well...
Triggers can also be set as z axis or buttons as well ......game likes buttons...lol

finally figured out how to invert the y axis on the camera too... instead of -1.0 1.0 10.0 it's -1.0 1.0 -10.0
Post edited April 11, 2018 by medievil1
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medievil1:
Does vibration work? On xbox original controller?
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medievil1:
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level-studio: Does vibration work? On xbox original controller?
via the driver settings yes, both motors... not tried in game, does the pc version even support rumble??.. not in the settings anywhere

edit just tried it with EPSXE (using lilypad as a plugin) and rumble works, both motors..tried chrono cross
Post edited April 13, 2018 by medievil1
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medievil1:
Does vibration work? On xbox original controller in game?

I have a controller that supports xinput and dinput mode, but in dinput mode no vibration in this game (this dinput game and the xbox original controller is a dinput controller)
I assume that the pc version supports vibration on some kind of specific controllers and maybe since it's a straight port with an Xbox it can on the controller from the first Xbox it would work

But, apparently - the vibration was removed in the PC version

This option is there and it is included in the settings file (vars.cfg), moreover in the game files there is a file responsible for the vibration and in text localization responsible for the text in the menu there is an item called vibration

Indiana Jones and the Emperor's Tomb\GameData\indy\vars.cfg

rumble=true
Post edited April 13, 2018 by level-studio
hmmmm interesting!! compliments of cxbx and the xbox version, the contoller binds that the game stores on the emulated HD

setbind 0 COMMAND_FORWARD CONTROLLER ANY AXIS_Y 0 1
setbind 0 COMMAND_BACKWARD CONTROLLER ANY AXIS_Y -1 0
setbind 0 COMMAND_LEFT CONTROLLER ANY AXIS_X -1 0
setbind 0 COMMAND_RIGHT CONTROLLER ANY AXIS_X 0 1
setbind 0 COMMAND_TURNLEFT CONTROLLER ANY BUTTON_14
setbind 0 COMMAND_TURNRIGHT CONTROLLER ANY BUTTON_15
setbind 0 COMMAND_BLOCK CONTROLLER ANY BUTTON_7
setbind 0 COMMAND_CAMERA CONTROLLER ANY BUTTON_6
setbind 0 COMMAND_KICK CONTROLLER ANY BUTTON_0
setbind 0 COMMAND_PUNCH CONTROLLER ANY BUTTON_2
setbind 0 COMMAND_JUMP CONTROLLER ANY BUTTON_1
setbind 0 COMMAND_USE CONTROLLER ANY BUTTON_3
setbind 0 COMMAND_TOGGLEHELD CONTROLLER ANY BUTTON_4
setbind 0 COMMAND_RELOAD CONTROLLER ANY BUTTON_5
setbind 0 COMMAND_CAMERA_X CONTROLLER ANY AXIS_RX -1 1 -10
setbind 0 COMMAND_CAMERA_Y CONTROLLER ANY AXIS_RY -1 1 10
setbind 0 COMMAND_CLIMB_UP CONTROLLER ANY AXIS_RY -1 0
setbind 0 COMMAND_CLIMB_DOWN CONTROLLER ANY AXIS_RY 0 1
setbind 0 COMMAND_STALK CONTROLLER ANY BUTTON_7
setbind 0 COMMAND_GAME_START CONTROLLER ANY BUTTON_8
addbind 0 COMMAND_INVENTORY CONTROLLER ANY BUTTON_12
addbind 0 COMMAND_INVENTORY_EXIT CONTROLLER ANY BUTTON_13
addbind 0 COMMAND_INVENTORY_PREV CONTROLLER ANY BUTTON_14
addbind 0 COMMAND_INVENTORY_NEXT CONTROLLER ANY BUTTON_15
setbind 0 COMMAND_SKIP_CUTSCENE CONTROLLER ANY BUTTON_0
addbind 0 COMMAND_SKIP_CUTSCENE CONTROLLER ANY BUTTON_8

# GUI binds - all shell binds must begin with COMMAND_UI_
setbind 0 COMMAND_UI_UP CONTROLLER ANY AXIS_Y 0.9 1
setbind 0 COMMAND_UI_DOWN CONTROLLER ANY AXIS_Y -1 -0.9
setbind 0 COMMAND_UI_LEFT CONTROLLER ANY AXIS_X -1 -0.9
setbind 0 COMMAND_UI_RIGHT CONTROLLER ANY AXIS_X 0.9 1
addbind 0 COMMAND_UI_UP CONTROLLER ANY BUTTON_12
addbind 0 COMMAND_UI_DOWN CONTROLLER ANY BUTTON_13
addbind 0 COMMAND_UI_LEFT CONTROLLER ANY BUTTON_14
addbind 0 COMMAND_UI_RIGHT CONTROLLER ANY BUTTON_15
setbind 0 COMMAND_UI_SELECT CONTROLLER ANY BUTTON_0
addbind 0 COMMAND_UI_SELECT CONTROLLER ANY BUTTON_8
setbind 0 COMMAND_UI_BACK CONTROLLER ANY BUTTON_1
setbind 0 COMMAND_UI_START CONTROLLER ANY BUTTON_8
addbind 0 COMMAND_UI_BACK CONTROLLER ANY BUTTON_9
setbind 0 COMMAND_UI_DELETE CONTROLLER ANY BUTTON_3

ok, board keeps deleting the spacing.. obviously the 0 1 -10 etc is like the 1.0, 1.0, 1.0 stuff ont he windows side
attached screenshot of what it SHOULD look like
Attachments:
untitled.jpg (481 Kb)
Post edited April 14, 2018 by medievil1
ok this is the exact xbox controller config (a couple changes from pulled xbox cfg do to XBCD drver mapping a couple buttons different... this will control the game exactly like it was on original xbox... no keyboard controls are mapped at all

**EDIT**
a couple things were missing, fixed them
setbind 1 COMMAND_FORWARD CONTROLLER 0 AXIS_Y 0.0 1.0 1.0
setbind 1 COMMAND_BACKWARD CONTROLLER 0 AXIS_Y -1.0 0.0 1.0
setbind 1 COMMAND_LEFT CONTROLLER 0 AXIS_X -1.0 0.0 1.0
setbind 1 COMMAND_RIGHT CONTROLLER 0 AXIS_X 0.0 1.0 1.0
setbind 1 COMMAND_TURNLEFT CONTROLLER 0 BUTTON_14 -1.0 1.0 1.0
setbind 1 COMMAND_TURNRIGHT CONTROLLER 0 BUTTON_15 -1.0 1.0 1.0
setbind 1 COMMAND_BLOCK CONTROLLER 0 BUTTON_7 -1.0 1.0 1.0
setbind 1 COMMAND_CAMERA CONTROLLER 0 BUTTON_6 -1.0 1.0 1.0
setbind 1 COMMAND_KICK CONTROLLER 0 BUTTON_0 -1.0 1.0 1.0
setbind 1 COMMAND_PUNCH CONTROLLER 0 BUTTON_2 -1.0 1.0 1.0
setbind 1 COMMAND_JUMP CONTROLLER 0 BUTTON_1 -1.0 1.0 1.0
setbind 1 COMMAND_USE CONTROLLER 0 BUTTON_3 -1.0 1.0 1.0
setbind 1 COMMAND_TOGGLEHELD CONTROLLER 0 BUTTON_4 -1.0 1.0 1.0
setbind 1 COMMAND_RELOAD CONTROLLER 0 BUTTON_5 -1.0 1.0 1.0
setbind 1 COMMAND_CAMERA_X CONTROLLER 0 AXIS_RX -1.0 1.0 10.0
setbind 1 COMMAND_CAMERA_Y CONTROLLER 0 AXIS_RY -1.0 1.0 -10.0
setbind 1 COMMAND_CLIMB_UP CONTROLLER 0 AXIS_RY -1.0 0.0 1.0
setbind 1 COMMAND_CLIMB_DOWN CONTROLLER 0 AXIS_RY 0.0 1.0 1.0
setbind 1 COMMAND_STALK CONTROLLER 0 BUTTON_7 -1.0 1.0 1.0
setbind 1 COMMAND_GAME_START CONTROLLER 0 BUTTON_8 -1.0 1.0 1.0
addbind 1 COMMAND_INVENTORY CONTROLLER 0 BUTTON_12 -1.0 1.0 1.0
addbind 1 COMMAND_INVENTORY_EXIT CONTROLLER 0 BUTTON_13 -1.0 1.0 1.0
addbind 1 COMMAND_INVENTORY_PREV CONTROLLER 0 BUTTON_14 -1.0 1.0 1.0
addbind 1 COMMAND_INVENTORY_NEXT CONTROLLER 0 BUTTON_15 -1.0 1.0 1.0
setbind 1 COMMAND_SKIP_CUTSCENE CONTROLLER 0 BUTTON_0 -1.0 1.0 1.0
addbind 1 COMMAND_SKIP_CUTSCENE CONTROLLER 0 BUTTON_8 -1.0 1.0 1.0
setbind 1 COMMAND_PEEK_LEFT CONTROLLER 0 BUTTON_6 -1.0 1.0 1.0
setbind 1 COMMAND_PEEK_RIGHT CONTROLLER 0 BUTTON_7 -1.0 1.0 1.0
setbind 1 COMMAND_ROLL CONTROLLER 0 BUTTON_6 0.0 1.0 1.0
# GUI binds - all shell binds must begin with COMMAND_UI_
setbind 1 COMMAND_UI_UP CONTROLLER 0 AXIS_Y 0.0 1.0 1.0
setbind 1 COMMAND_UI_DOWN CONTROLLER 0 AXIS_Y -1.0 0.0 -1.0
setbind 1 COMMAND_UI_LEFT CONTROLLER 0 AXIS_X -1.0 0.0 -0.0
setbind 1 COMMAND_UI_RIGHT CONTROLLER 0 AXIS_X 0.0 1.0 1.0
addbind 1 COMMAND_UI_UP CONTROLLER 0 BUTTON_12 -1.0 1.0 1.0
addbind 1 COMMAND_UI_DOWN CONTROLLER 0 BUTTON_13 -1.0 1.0 1.0
addbind 1 COMMAND_UI_LEFT CONTROLLER 0 BUTTON_14 -1.0 1.0 1.0
addbind 1 COMMAND_UI_RIGHT CONTROLLER 0 BUTTON_15 -1.0 1.0 1.0
setbind 1 COMMAND_UI_SELECT CONTROLLER 0 BUTTON_0 -1.0 1.0 1.0
addbind 1 COMMAND_UI_SELECT CONTROLLER 0 BUTTON_8 -1.0 1.0 1.0
setbind 1 COMMAND_UI_BACK CONTROLLER 0 BUTTON_9 -1.0 1.0 1.0
setbind 1 COMMAND_UI_START CONTROLLER 0 BUTTON_8 -1.0 1.0 1.0
addbind 1 COMMAND_UI_BACK CONTROLLER 0 BUTTON_9 -1.0 1.0 1.0
setbind 1 COMMAND_UI_DELETE CONTROLLER 0 BUTTON_3 -1.0 1.0 1.0
Post edited April 14, 2018 by medievil1
if you want the button icons replace tips.txt (indy/gameinfo) with this:

#
# The \ characters should be used to get binding-correct controls indicated in
# the tips. To do this, the \ characters for COMMMANDS should be used, NOT for BUTTONS.
# The commands are as follows:
#
# \l - Look/camera (Left Trigger on XBOX)
# \r - Stalk/Block (Right Trigger on XBOX)
# \b - Jump (B Button / Red on XBOX)
# \a - Right Punch (A Button / Green on XBOX)
# \x - Left Punch (X Button / Blue on XBOX)
# \y - Use / Action (Y Button / Yellow on XBOX)
# \[ - Left Thumbstick (Move Indy)
# \] - Right Thumbstick (Move Camera)
# \w - White Button
# \n - Black Button
# \1 thru 9 - Directional arrows per numpad
# \+ - Directional Pad (Inventory)
#
# Any questions, see Nathan
#
#
#-----------------------------------------------------------------------------
# Used in M01_SriLanka_1 - Nick!!!
[MoveIndy] Move the \[ Thumbstick in the direction you want Indy to move.
[CameraContols] You can control the camera by moving the \] Thumbstick.
[CameraReset] Pull the \l Trigger once to reset the camera behind Indy's back.
[ClimbingHint] Walk into obstacles to make Indy climb over them.
[FirstJump] Press \b and Forward to make Indy jump and catch the ledge.
[FirstForwardJump] Run forward and press the \b button to make Indy do a running jump.
[LedgePullUp] Move Forward to make Indy pull himself up onto the ledge.
[FountainHint1] Press and Hold the \y button to fill Indy's canteen at the fountain.
[FountainHint2] When low on health, equip the Canteen and hold the \x button to replenish Indy's health.
[VineDoorHint] Use a machete to cut through the overgrown vines.
[VineDoorHint2] Make Indy use the machete with the \x or \a buttons.
[SecretAreas1] Keep an eye out for secret areas.
[SecretAreas2] Look around in these areas for useful items and artifacts.
[InventoryHint1] Use the \+ Directional Pad to access Indy's inventory.
[InventoryHint2] Press Up to equip items. Press Down to close Indy's inventory.
[PickUpHint] Press the \y button to pick up nearby objects.
[WhipSwing1] Equip the whip, then Press and Hold \a to swing from the Croc Head.
[WhipSwing2] Move the \[ Thumbstick Up and Down to swing. Release the \a button to detach.
[ActionIcons1] Symbols in the top right corner of the screen give clues to how Indy can interact with something.
[EndLevel] Cutting and entering through these vines will end this section.
[LedgeDown] To drop down a ledge safely, Pull and Hold the \r Trigger while walking off.
[FallingDamage] Indy will take damage if he falls too far. Try jumping to the area just ahead.
[Artifacts] Artifacts, like this statue, can be found hidden throughout the game.

# Used in M01_SriLanka_2 - Nick!!!
[AttackNPCs1] Punch by pressing the \x or \a buttons. Press these buttons in succession to do combos.
[BlockingNPCs1] Pull and Hold the \r Trigger to target or block enemy attacks.
[PickUpShovel] This Shovel can be used as weapon. Press \y to pick up.
[BreakBoxes] Indy might find something of use if he breaks the nearby boxes.
[UseBottlesChairs1] Indy can use many objects as weapons. Try finding a bottle or chair.
[UseBottlesChairs2] Attack using this object with the \x or \a buttons.
[JumpWhipSwing] Indy can jump and use his whip to swing on higher targets.
[WallHug1] Indy can get around tight areas by Wall Hugging. Walk into a wall and press the \y button.
[WallHug2] Move the \[ Thumbstick Left or Right to side step around the ledge.
[WallHug3] Press \y to detach from the wall.
[SwingKick] Use the whip to swing and kick the broken pillar.
[UseButtons] Press the \y button to activate levers and switches.
[SwimmingHint1] Move the \[ Thumbstick Up while pressing the \b button to make Indy dive beneath the water surface.
[SwimmingHint2] Press \b to make Indy swim forward. Don’t forget to watch your air.
[SeeRope] See that vine to the right of Indy? Run and Jump towards it to grab it.
[RopeHint1] Move the \[ Thumbstick Up and Down to swing. Left or right to turn. Press \b to release.
[VineWallClimb] Walk into the walls covered with vines to climb onto them.
[WallHugShooting] To use guns while against walls, Wall-Hug, then Pull and Hold the \l or \r Triggers at a corner.

# Used in M01_SriLanka_3 - Nick!!!
[UseToBringOutWhip] When an Action Icon is active, such as Indy's Whip, press \y to quick select the item.
[WhipDisarmHint] To knock weapons out of enemies' hands, equip the whip and Hold the \a button.
[ShimmyHint1] Jump and grab the thin ledge ahead of you.
[ShimmyHint2] Shimmy by moving Left or Right on the \[ Thumbstick. Press the \b button to jump off.
[GrabNPCs] With nothing equipped, grab an enemy by pressing \x and \a together. Press \x or \a to attack.
[DemolitionHint1] This wall can be destroyed with an explosive charge.
[DemolitionHint2] Explosives can demolish heavily damaged walls on land or in water.
[DemolitionHint3] Equip the explosive charge, stand near the damaged wall, and press \y.
[DemolitionHint4] Run for cover!! The explosion could seriously damage Indy.

# Used in M01_SriLanka_4 - Nick!!!
[SommersaultHint] Run Forward and pull the \l Trigger to roll under the darts.
[WallHugShootingHint1] Indy can Wall Hug while a gun is equipped.
[WallHugShootingHint2] To step around a Corner Pull and Hold the \l or \r Triggers.
[DoubleWhip1] Indy can chain several whip swings together.
[DoubleWhip2] Whip swing the Croc heads one after the other.

# Used in M01_SriLanka_5 - Nick!!!
[AdventureModeHint1] Adventure Mode: Move the \[ Thumbstick to hop in different directions. Pull \l Trigger to Roll.
[CrossingBridge] This bridge looks old. Take your time when crossing it.
[GatorWarning] Watch out for Crocs that swarm these waters! Better find dry land.
[ThrownSkulls] Throwing skulls can trigger traps and distract enemies.
[ThrowItems] Hold \a to set how far Indy will throw the skull. Release \a to throw.
[LockedDoorLever] There must be a switch or lever near by that will open this door.

# Used in M01_SriLanka_7 - Nick!!!
[ClimbRope] Move the \] Thumbstick Up and Down to climb the rope.
[LookAround] Pull and Hold the \l Trigger to look around, or aim, in First Person.
[OneShotHeadKill] When enemies are unaware of Indy, shooting them in the head with a gun will kill them instantly.

# Used in M01_SriLanka_8 - Nick!!!
[SilentGuardian1] Silent Guardians are sensitive to sound.
[SilentGuardian2] Use stealth to get past these Silent Guardians.
[SilentGuardian3] Notice that Indy will not make noise when walking on grass.
[ThrowSkullsGuardians] Indy can throw things, like Skulls, to destract the Guardians.

# Used in M03_Istanbul_7 - Trey
[Kraken] To target specific areas of the Kraken, press and hold \l to go into first person mode.

# Used in M04_HongKong_3 - Nick!!!
[GotPlate] You have acquired an Artifact!

# Used in M06_Gondola_5 - Patrick!!!
[ShootPlanes] Use the Mounted Machine Gun to shoot down the launching planes.

# Used in M01_SriLanka_2_Demo - Nick!!!
[FountainHint1Demo] Press and Hold \y to fill Indy's Canteen at the fountain.
[FountainHint2Demo] When low on health, equip the Canteen and hold \a to replenish Indy's health.
[FirstJumpDemo] Press \b and Forward to make Indy jump and grab the ledge above. Move Forward to pull up.
[InventoryHintDemo] Use the \+ Directional Pad to access Indy's inventory. Press Up to select an item.
[InventoryHintDemo2] Press \n Button to put away or pull out Indy's selected inventory item.
[CutThroughVines] With the Machete out, press the \x or \a buttons to cut through the vines.

# Used for ITip Test Map - Nick!!!
[AllTest] \l \b \a \x \r \y \[ \] \w \n \+

# Instructions for using all 1st person puzzle interfaces
[Crane] Use \[ Thumbstick to move crane. \a Picks-up objects while \x changes views. \y to Exit.
[Bagua] Use \[ Thumbstick to switch and rotate rings. \x change camera angle. \y Exit.
[Clock] Use \[ Thumbstick to switch and rotate hands. \x change camera angle. \y Exit.
[Bells] Use \[ Thumbstick to change bells. \a rings bell. \y Exit.
[Braziers] You must light all the magical braziers before you can solve this puzzle.
Post edited April 14, 2018 by medievil1
and no rumble.. checked everywhere and it appears it does not support it on PC (although the code is probably there)
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medievil1:
\l - Look/camera (Left Trigger on XBOX)

No Left Trigger in game

The Left Trigger button is not displayed, the right is displayed.
Apparently the command \l is not correct and you need a different value, maybe you know what you need.

And I had other command values in the tips file - they are partially incorrect and because of this I was unable to display the buttons in the game at the time, as the necessary buttons either did not appear or were displayed incorrectly.
And in the end, I just made the text

My wrong commands

# \l - Look/camera (Left Trigger on XBOX) - not work\not displayed
# \s - Stalk/Block (Right Trigger on XBOX)
# \j - Jump (B Button / Red on XBOX)
# \k - Right Punch (A Button / Green on XBOX)
# \p - Left Punch (X Button / Blue on XBOX)
# \u - Use / Action (Y Button / Yellow on XBOX)
# \[ - Left Thumbstick (Move Indy)
# \] - Right Thumbstick (Move Camera)
# \w - White Button
# \n - Black Button
# \1 thru 9 - Directional arrows per numpad
# \+ - Directional Pad (Inventory)

You have the right commands, for some reason

# \l - Look/camera (Left Trigger on XBOX) - not work\not displayed
# \r - Stalk/Block (Right Trigger on XBOX)
# \b - Jump (B Button / Red on XBOX)
# \a - Right Punch (A Button / Green on XBOX)
# \x - Left Punch (X Button / Blue on XBOX)
# \y - Use / Action (Y Button / Yellow on XBOX)
# \[ - Left Thumbstick (Move Indy)
# \] - Right Thumbstick (Move Camera)
# \w - White Button
# \n - Black Button
# \1 thru 9 - Directional arrows per numpad
# \+ - Directional Pad (Inventory)
Attachments:
Post edited April 14, 2018 by level-studio
avatar
medievil1:
avatar
level-studio: \l - Look/camera (Left Trigger on XBOX)

No Left Trigger in game

The Left Trigger button is not displayed, the right is displayed.
Apparently the command \l is not correct and you need a different value, maybe you know what you need.

And I had other command values in the tips file - they are partially incorrect and because of this I was unable to display the buttons in the game at the time, as the necessary buttons either did not appear or were displayed incorrectly.
And in the end, I just made the text

My wrong commands

# \l - Look/camera (Left Trigger on XBOX) - not work\not displayed
# \s - Stalk/Block (Right Trigger on XBOX)
# \j - Jump (B Button / Red on XBOX)
# \k - Right Punch (A Button / Green on XBOX)
# \p - Left Punch (X Button / Blue on XBOX)
# \u - Use / Action (Y Button / Yellow on XBOX)
# \[ - Left Thumbstick (Move Indy)
# \] - Right Thumbstick (Move Camera)
# \w - White Button
# \n - Black Button
# \1 thru 9 - Directional arrows per numpad
# \+ - Directional Pad (Inventory)

You have the right commands, for some reason

# \l - Look/camera (Left Trigger on XBOX) - not work\not displayed
# \r - Stalk/Block (Right Trigger on XBOX)
# \b - Jump (B Button / Red on XBOX)
# \a - Right Punch (A Button / Green on XBOX)
# \x - Left Punch (X Button / Blue on XBOX)
# \y - Use / Action (Y Button / Yellow on XBOX)
# \[ - Left Thumbstick (Move Indy)
# \] - Right Thumbstick (Move Camera)
# \w - White Button
# \n - Black Button
# \1 thru 9 - Directional arrows per numpad
# \+ - Directional Pad (Inventory)
yea might have been \c (for camera) I'll check, I know I did see the icon... I got the correct values by luck..they were wrong(the are correct for xbox version though so PC side must be from before the finalized it) so I said I am going to try button names..lol... the wording is also different cause I used the tips.txt from the xbox version..so all the keyboard references are gone

***EDIT***
Nope just checked.. L trigger icon shows up just fine using \l
screen below
Attachments:
Post edited April 14, 2018 by medievil1
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medievil1:
Under what number do you have a left trigger in the layout and under what number in the driver?
Post edited April 14, 2018 by level-studio