diff --git a/docs/STEAM-3-MACHINE-TEST.md b/docs/STEAM-3-MACHINE-TEST.md index 14d1551..69f6180 100644 --- a/docs/STEAM-3-MACHINE-TEST.md +++ b/docs/STEAM-3-MACHINE-TEST.md @@ -43,6 +43,29 @@ appid file is missing. 6. Everyone lands back in the lobby room. A can launch again — different track, same lobby, no restarts. +## Controllers: disable Steam Input (once per machine) + +Steam Input intercepts Xbox controllers for AppID 480 the moment the +game initializes SteamAPI, hiding them from XInput entirely - the pad +works everywhere else and is invisible only in-game (reproduced A/B on +the dev box). Fix, either scope: + +- Per game: Steam Library -> Spacewar -> Properties -> Controller -> + Override for Spacewar: **Disable Steam Input**. +- Global: Steam -> Settings -> Controller -> uncheck **Enable Steam + Input for Xbox controllers**. + +PadRIO re-probes every 3 seconds, so the pad hot-connects the moment +Steam releases it - no restart needed. (Our own AppID will configure +this server-side; test machines need the client setting.) + +## The abort key + +The ampersand key (Shift+7) is the arcade mission-abort. It ends YOUR +mission on the spot - score banked, back to the lobby room. If the +host presses it, the race ends for everyone (members return to the +room too). Every "crash on keypress" so far has been this key. + ## Notes and knowns - All pods use engine ports 1501/1502 by convention under Steam; the diff --git a/pack-dist.ps1 b/pack-dist.ps1 index fd8a8b0..5a849c9 100644 --- a/pack-dist.ps1 +++ b/pack-dist.ps1 @@ -80,6 +80,7 @@ L4GAUGE=640x480x16 L4PLASMA=SCREEN L4MFDSPLIT=1 TARGETFPS=60 +RP412STEAM=1 "@ Set-Content -Path "$dist\start-windowed.bat" -Encoding ascii -Value @"