Cyberpunk 2077 - Test
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- Beiträge: 32
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Re: Cyberpunk 2077 - Test
Früher war 4Players was Bewertungen angeht echt toll.. wie kann cyberpunk 90 haben ? Das Spiel verdient maximal 80..
Re: Cyberpunk 2077 - Test
Ich streite prinzipiell nicht, insofern hast Du sicher Recht. Mir war nur so, als wenn CDR damals ne ganze Weile nachdem die erste Ankündigung zu CP77 kam, Stellen für Programmierung mit Erfahrung bei Konsolen gesucht hätte - gab es sogar nen Newsletter dazu. Vielleicht verwechsle ich das aber auch mit dem Witcher 3.
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- Beiträge: 24
- Registriert: 30.03.2019 06:16
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Re: Cyberpunk 2077 - Test
Hat jemand Erfahrungen den HDR Einstellungen auf PS4 Pro. Spielt ihr mit HDR oder ohne?
Man hat ja keinerlei Einstellungshifen.
Man hat ja keinerlei Einstellungshifen.
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- Beiträge: 24
- Registriert: 30.03.2019 06:16
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Re: Cyberpunk 2077 - Test
Ganz ehrlich, spielbar wird es sicherlich noch durch Patches. Das ändert aber nichts an der bescheidenen Grafik (PS4 Pro). Ich kann nicht nachvollziehen wie bei solch einer schlechten Grafik auch noch so niedrige Frames zustande kommen...Pas89 hat geschrieben: ↑10.12.2020 19:53 Danke für die doch schnelle Warnung, habe zwar eine Series X hier stehen, aber warte dann doch lieber auf die gepatchte Next Gen Version.
War nach der letzten Verschiebung und den Vorabvideos schon skeptisch was die Konsolenversion betrifft. Echt beschissen für alle Vorbesteller auf den "alten" Konsolen, hoffe das wird dort auch noch spielbar
Re: Cyberpunk 2077 - Test
[/quote]
Der Punkt ist der dass ich bis dato für einige wenige Firmen eine Ausnahme gemacht habe, deren Spiele direkt zu Beginn zu kaufen. Also zum Vollpreis. CD Project war eine dieser Firmen. Wie gesagt war, denn keine freie Tastaturbelegung halte ich für derart rückständig dass ich mich frage was bei dieser Firma nicht stimmt.
Da geht es nicht um Bugs sondern um Designentscheidungen die ich für absolut rückständig halte. Und ich sehe nicht ein mich für derartige Selbstverständlickeiten als eigenen " Hotfix " erst einmal durch irgendwelche Ini Dateien zu kämpfen.
[/quote]
Wie gesagt - Deine Intention das Spiel zurückzugeben ist ok, aber die Aussage dazu an CDPR bringt hier nicht die Bohne was.
Ich für meinen Teil hab schon dermaßen viele Spiele erlebt, die ohne Ende von der Presse und in unserer Erwartung hochgehypt worden (wie hoch war doch gleich der Test vor ein paar Tagen hier und bei anderen in der Branche? Da scheint CDPR das Spiel ja komplett mit dem DayOne-Patch versaut zu haben?!), dass ich jetzt wegen ein paar kleinen Problemen nicht schon die große Keule rausholen würde. Die werden das Spiel nachbessern, wo es nachzubessern ist. Wichtig ist, dass die Story und die Immersion passt und das macht es nach meiner ersten Stunde ingame ungemein.
Btw. so viele Spiele konnte man von CDPR jetzt noch nicht wirklich blind kaufen?
Der Punkt ist der dass ich bis dato für einige wenige Firmen eine Ausnahme gemacht habe, deren Spiele direkt zu Beginn zu kaufen. Also zum Vollpreis. CD Project war eine dieser Firmen. Wie gesagt war, denn keine freie Tastaturbelegung halte ich für derart rückständig dass ich mich frage was bei dieser Firma nicht stimmt.
Da geht es nicht um Bugs sondern um Designentscheidungen die ich für absolut rückständig halte. Und ich sehe nicht ein mich für derartige Selbstverständlickeiten als eigenen " Hotfix " erst einmal durch irgendwelche Ini Dateien zu kämpfen.
[/quote]
Wie gesagt - Deine Intention das Spiel zurückzugeben ist ok, aber die Aussage dazu an CDPR bringt hier nicht die Bohne was.
Ich für meinen Teil hab schon dermaßen viele Spiele erlebt, die ohne Ende von der Presse und in unserer Erwartung hochgehypt worden (wie hoch war doch gleich der Test vor ein paar Tagen hier und bei anderen in der Branche? Da scheint CDPR das Spiel ja komplett mit dem DayOne-Patch versaut zu haben?!), dass ich jetzt wegen ein paar kleinen Problemen nicht schon die große Keule rausholen würde. Die werden das Spiel nachbessern, wo es nachzubessern ist. Wichtig ist, dass die Story und die Immersion passt und das macht es nach meiner ersten Stunde ingame ungemein.
Btw. so viele Spiele konnte man von CDPR jetzt noch nicht wirklich blind kaufen?
Re: Cyberpunk 2077 - Test
Was hältst du von der Umsetzung? Ich bin ehrlich gesagt etwas ernüchtert.Renewed hat geschrieben: ↑09.12.2020 17:32Das geht noch nicht. Wird erst um 1 Uhr heute Nacht freigeschaltet. Bin aber auch gespannt.ShadyAV hat geschrieben: ↑09.12.2020 17:23 Ich habe es mir auf Stadia gekauft da es da aktuell ein tolles Angebot gibt und ich Probleme mit der Hardware habe. Controller + Chromecast Ultra geschenkt bei kauf von Cyberpunk bis zum 17.12. Ich hoffe die Stadia Version wird nicht zu beschissen. Hat disbezuüglich jemand schon Videos gefunden oder Reviews entdeckt?
Re: Cyberpunk 2077 - Test
Nur mal zum verdeutlichen was INI-Gefrickel bedeutet:Imperator Palpatine hat geschrieben: ↑10.12.2020 19:57Der Punkt ist der dass ich bis dato für einige wenige Firmen eine Ausnahme gemacht habe, deren Spiele direkt zu Beginn zu kaufen. Also zum Vollpreis. CD Project war eine dieser Firmen. Wie gesagt war, denn keine freie Tastaturbelegung halte ich für derart rückständig dass ich mich frage was bei dieser Firma nicht stimmt.Mav3R1c0 hat geschrieben: ↑10.12.2020 19:34Es geht nicht darum, ob die Steuerung etwas klemmt, oder die Ansprüche für den einen oder anderen nicht erfüllt wurden - es wurde ja auch entsprechend hochgehypt vorher - insofern ok. Und alle die jetzt hier RDO oder The Witcher als Paradebeispiele anführen, haben wohl vergessen, dass beide Spiele ebenfalls buggy waren.Imperator Palpatine hat geschrieben: ↑10.12.2020 18:45
Du kannst das gerne komisch finden aber ich habe den Steam Support gerade angeschrieben und will ganz normal mein Geld zurück. Und die Sache mit der Tastaturbelegung explodiert gerade in zahlreichen Foren mit entsprechend wütenden Reaktionen.
Auch dass Du persönlich das Spiel zurückgeben möchstest ist ok (viel Erfolg dabei), aber die Drohung als solche, dass Du nie wieder ein Spiel von denen kaufen willst, wenn die nicht nachbessern ist erstens reiner Aktionismus und - und das ist das wichtige - hier wird es niemand lesen von denen. Verpufft also
Da geht es nicht um Bugs sondern um Designentscheidungen die ich für absolut rückständig halte. Und ich sehe nicht ein mich für derartige Selbstverständlickeiten als eigenen " Hotfix " erst einmal durch irgendwelche Ini Dateien zu kämpfen.
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<button id="IK_LShift" overridableUI="braindanceLayer"/>
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<button id="IK_Pad_LeftShoulder" />
<button id="IK_Tab" overridableUI="braindanceMode"/>
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<button id="IK_X" overridableUI="braindanceExit"/>
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<button id="IK_V" overridableUI="callVehicle"/>
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<button id="IK_Pad_RightShoulder" />
<button id="IK_R" overridableUI="radio"/>
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<button id="IK_F" />
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<button id="IK_Backspace" />
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<button id="IK_Pad_B_CIRCLE" />
<button id="IK_V" />
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<button id="IK_F" overridableUI="selectChoice"/>
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<button id="IK_F" />
<button id="IK_Pad_A_CROSS" />
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<mapping name="ToggleQHackDescription" type="Button" >
<button id="IK_Z" overridableUI="quickhackInfo"/>
<button id="IK_Pad_RightShoulder" />
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<button id="IK_Z" overridableUI="cycleObjectives"/>
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<button id="IK_Down" />
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</mapping>
<mapping name="UI_Y_Triangle" type="Button">
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<!-- BODY CARRYING -->
<mapping name="PickUpBodyFromTakedown_Button" type="Button">
<button id="IK_Pad_RightThumb" />
<button id="IK_E" overridableUI="dropCarriedObject"/>
</mapping>
<mapping name="BodyDrop_Button" type="Button">
<button id="IK_Pad_X_SQUARE" />
<button id="IK_E" overridableUI="dropCarriedObject"/>
</mapping>
<!-- INSPECTIO -->
<mapping name="InspectionEnd" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_E" />
</mapping>
<mapping name="InspectionTake" type="Button" >
<button id="IK_Pad_X_SQUARE" />
<button id="IK_T" />
</mapping>
<mapping name="InspectionZoom" type="Axis" >
<button id="IK_Pad_LeftTrigger" />
<button id="IK_RightMouse" val="1.0" />
</mapping>
<!-- FOCUS MODE AKA SCANNING -->
<mapping name="Tag_Button" type="Button" >
<button id="IK_Pad_RightThumb" />
<button id="IK_MiddleMouse" overridableUI="tag"/>
</mapping>
<mapping name="Vision_Toggle_Button" type="Button" >
<button id="IK_CapsLock" overridableUI="visionToggle"/>
</mapping>
<mapping name="Vision_Hold_Button" type="Button" >
<button id="IK_Tab" overridableUI="visionHold"/>
<button id="IK_Pad_LeftShoulder" />
</mapping>
<!-- CYBERWARE -->
<mapping name="LeftShoulder_Button" type="Button" >
<button id="IK_Pad_LeftShoulder" />
</mapping>
<mapping name="RightShoulder_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
</mapping>
<mapping name="IconicCyberware_Button" type="Button" >
<button id="IK_E" overridableUI="iconic"/>
<button id="IK_Pad_LeftRightShoulder" />
</mapping>
<!-- BUTTON COMBO GROUPS -->
<!-- has time timeWindow during which the combo can be activated ( default param. = 0.1f )
has input locking mechanism, all combo buttons need to be released in order to unlock. -->
<buttonGroup id="IK_Pad_LeftRightShoulder" timeWindow="0.08f" >
<button id="IK_Pad_LeftShoulder" />
<button id="IK_Pad_RightShoulder" />
</buttonGroup>
<!-- TAKEDOWN -->
<mapping name="Takedown_Button" type="Button" >
<button id="IK_Pad_X_SQUARE" />
<button id="IK_F" />
</mapping>
<!-- VEHICLES -->
<mapping name="LeftX_Axis_Vehicle" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_D" val="1.0" overridableUI="vehicleSteerRight"/>
<button id="IK_A" val="-1.0" overridableUI="vehicleSteerLeft"/>
</mapping>
<mapping name="LeftY_Axis_Vehicle" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_Shift" val="1.0" />
<button id="IK_Ctrl" val="-1.0" />
</mapping>
<mapping name="VehicleCameraToggle" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_Q" overridableUI="vehicleToggleCam"/>
</mapping>
<mapping name="Enter_Combat" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
<button id="IK_B" />
</mapping>
<mapping name="Vehicle_Horn" type="Button" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_LControl" overridableUI="vehicleHorn"/>
</mapping>
<mapping name="Vehicle_Shoot_Primary" type="Button">
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_LeftMouse" overridableUI="vehicleShootPrimary"/>
</mapping>
<mapping name="Vehicle_Shoot_Secondary" type="Button">
<button id="IK_Pad_LeftTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_RightMouse" overridableUI="vehicleShootSecondary"/>
</mapping>
<mapping name="Vehicle_Shoot_Tertiary" type="Button">
<button id="IK_Pad_RightShoulder" />
<button id="IK_LControl" overridableUI="vehicleShootTertiary"/>
</mapping>
<mapping name="Vehicle_CycleLights" type="Button">
<button id="IK_Alt" val="1.0" overridableUI="vehicleLights"/>
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="VehicleDriverCombatRangedAttack_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_LeftMouse" overridableUI="vehicleWeaponAttack"/>
</mapping>
<mapping name="Vehicle_Handbrake" type="Button">
<button id="IK_Pad_A_CROSS" />
<button id="IK_Space" overridableUI="vehicleHandbrake"/>
</mapping>
<mapping name="ExitVehicle_Button" type="Button" >
<button id="IK_F" overridableUI="exitVehicle"/>
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="VehicleCameraInverse_Button" type="Button">
<button id="IK_Pad_RightThumb" />
<button id="IK_MiddleMouse" overridableUI="vehicleInverseCam"/>
</mapping>
<!-- DEBUG -->
<mapping name="Debug_Kill" type="Button" >
<button id="IK_K" />
</mapping>
<mapping name="Debug_KillAll" type="Button" >
<button id="IK_L" />
</mapping>
<mapping name="TweakDBReload_Button" type="Button" >
<button id="IK_NumPad3" />
</mapping>
<mapping name="SelectPuppet_Button" type="Button" >
<button id="IK_NumPad4" />
</mapping>
<mapping name="SelectSoundDebug_Button" type="Button" >
<button id="IK_F7" />
</mapping>
<mapping name="RaycastDistanceAndMaterial_Button" type="Button" >
<button id="IK_F6" />
</mapping>
<mapping name="SelectPuppetAnimation_Button" type="Button" >
<button id="IK_F11" />
</mapping>
<mapping name="SelectPuppetWorkspots_Button" type="Button" >
<button id="IK_NumPad2" />
</mapping>
<mapping name="SendExitSignalWorkspots_Button" type="Button" >
<button id="IK_Semicolon" />
</mapping>
<mapping name="SelfWorkspotDebugMode_Button" type="Button" >
<button id="IK_Alt" />
</mapping>
<!-- Anim Button Groups -->
<buttonGroup id="IK_F11_Alt" >
<button id="IK_F11" />
<button id="IK_Alt" />
</buttonGroup>
<buttonGroup id="IK_F11_Shift" >
<button id="IK_F11" />
<button id="IK_RShift" />
</buttonGroup>
<mapping name="SelectPlayerAnimation_Button" type="Button" >
<button id="IK_F11_Alt" />
</mapping>
<mapping name="SelectFacialAnimationDebugCamera_Button" type="Button" >
<button id="IK_F11_Shift" />
</mapping>
<buttonGroup id="IK_1_LShift" timeWindow = "0.08f" >
<button id="IK_LShift" />
<button id="IK_1" />
</buttonGroup>
<buttonGroup id="IK_2_LShift" timeWindow = "0.08f" >
<button id="IK_LShift" />
<button id="IK_2" />
</buttonGroup>
<buttonGroup id="IK_3_LShift" timeWindow = "0.08f" >
<button id="IK_LShift" />
<button id="IK_3" />
</buttonGroup>
<mapping name="ApplyNPCLevelToPlayerRanged_Button" type="Button" >
<button id="IK_1_LShift" />
</mapping>
<mapping name="ApplyNPCLevelToPlayerMelee_Button" type="Button" >
<button id="IK_2_LShift" />
</mapping>
<mapping name="ApplyNPCLevelToPlayerNetrunner_Button" type="Button" >
<button id="IK_3_LShift" />
</mapping>
<mapping name="ToggleFrameRecording_Button" type="Button" >
<button id="IK_NumPad1" />
</mapping>
<mapping name="Debug_ModifyYAxis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_Up" val="1.0" />
<button id="IK_Down" val="-1.0" />
</mapping>
<mapping name="Debug_ToggleFocusMode" type="Button" >
<button id="IK_NumPad5" />
</mapping>
<mapping name="Debug_ToggleScanMode" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="FastForward_Button" type="Button" >
<button id="IK_Home" />
</mapping>
<mapping name="SceneFastForward_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_C" overridableUI="fastForward"/>
</mapping>
<mapping name="FastForward_Hold_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Debug_A" type="Button" >
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="Debug_B" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Debug_X" type="Button" >
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Debug_Y" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="Debug_LeftThumb" type="Button" >
<button id="IK_Pad_LeftThumb" />
</mapping>
<mapping name="Debug_RightThumb" type="Button" >
<button id="IK_Pad_RightThumb" />
</mapping>
<mapping name="Debug_LeftTrigger" type="Button" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.1" thresholdRelease="0.05" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_RightMouse" />
</mapping>
<mapping name="Debug_RightTrigger" type="Button" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_LeftMouse" />
</mapping>
<mapping name="Debug_LeftShoulder" type="Button" >
<button id="IK_Pad_LeftShoulder" />
</mapping>
<mapping name="Debug_RightShoulder" type="Button" >
<button id="IK_Pad_RightShoulder" />
</mapping>
<mapping name="Debug_DPadLeft" type="Button" >
<button id="IK_Left" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="Debug_DPadRight" type="Button" >
<button id="IK_Right" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="Debug_DPadUp" type="Button" >
<button id="IK_Up" />
<button id="IK_Pad_DigitUp" />
</mapping>
<mapping name="Debug_DPadDown" type="Button" >
<button id="IK_Down" />
<button id="IK_Pad_DigitDown" />
</mapping>
<!-- DEVICE ADVANCE INTERACTION -->
<mapping name="UI_MoveCursorVertically" type="Axis">
<button id="IK_Pad_LeftAxisY" />
<!-- <button id="IK_MouseX" /> Ł.SZ we needto solve that in the future. Those types are not comapatible-->
</mapping>
<mapping name="UI_MoveCursorHorizontally" type="Axis">
<button id="IK_Pad_LeftAxisX"/>
<!-- <button id="IK_MouseY" /> Ł.SZ we needto solve that in the future. Those types are not comapatible-->
</mapping>
<mapping name="UI_ScrollVertically" type="Axis">
<button id="IK_Pad_RightAxisY"/>
<!-- <button id="IK_MouseZ" /> Ł.SZ we needto solve that in the future. Those types are not comapatible-->
</mapping>
<!-- TEMP UI MAPPING -->
<mapping name="UI_LookX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_MouseX" />
</mapping>
<mapping name="UI_LookY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY"/>
<button id="IK_MouseY" />
</mapping>
<mapping name="UI_MoveX_Axis" type="Axis" >
<button id="IK_Pad_RightAxisX" />
</mapping>
<mapping name="UI_MoveY_Axis" type="Axis" >
<button id="IK_Pad_RightAxisY"/>
</mapping>
<mapping name="Open_Craft" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="Open_SubChar" type="Button" >
<button id="IK_J" />
</mapping>
<mapping name="UI_MoveUp" type="Button" >
<button id="IK_Pad_DigitUp" />
<button id="IK_Q" overridableUI="selectUp"/>
<button id="IK_MouseWheelUp" />
<button id="IK_Up" overridableUI="selectUpSecondary"/>
</mapping>
<mapping name="UI_ContextHelp" type="Button" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_H" />
</mapping>
<mapping name="UI_MoveDown" type="Button" >
<button id="IK_Pad_DigitDown" />
<button id="IK_E" overridableUI="selectDown"/>
<button id="IK_MouseWheelDown" />
<button id="IK_Down" overridableUI="selectDownSecondary"/>
</mapping>
<mapping name="UI_MoveLeft" type="Button" >
<button id="IK_Left" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="UI_MoveRight" type="Button" >
<button id="IK_Right" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="Dialog_LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
</mapping>
<mapping name="Choice1" type="Button" >
<button id="IK_F" overridableUI="choice1"/>
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Choice2" type="Button" >
<button id="IK_R" overridableUI="choice2"/>
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="Choice3" type="Button" >
<button id="IK_1" overridableUI="choice3"/>
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="Choice4" type="Button" >
<button id="IK_2" overridableUI="choice4"/>
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="DialogConfirm" type="Button" >
<button id="IK_F" />
<button id="IK_Enter" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Dialog_Choice_Up" type="Button" >
<button id="IK_Up" />
<button id="IK_Pad_DigitUp" />
<button id="IK_Q" />
</mapping>
<mapping name="Dialog_Choice_Down" type="Button" >
<button id="IK_Down" />
<button id="IK_Pad_DigitDown" />
<button id="IK_E" />
</mapping>
<mapping name="Apply_Button" type="Button" SIEJADependent="true" >
<button id="IK_F" overridableUI="selectChoice"/>
<button id="IK_Enter" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Cancel_Button" type="Button" SIEJADependent="true" >
<button id="IK_C" overridableUI="cancelSelection"/>
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Looting_Item_Comparision_Cycling" type="Button" SIEJADependent="true" >
<button id="IK_B" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="ExitWheel_Button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_RightMouse" overridableUI="exitRadial"/>
</mapping>
<mapping name="SelectWheelItem_Button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS" />
<button id="IK_LeftMouse" overridableUI="selectInRadial"/>
</mapping>
<mapping name="NextItem_Button" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_E"/>
</mapping>
<mapping name="PrevItem_Button" type="Button" >
<button id="IK_Pad_DigitLeft" />
<button id="IK_Q"/>
</mapping>
<mapping name="StopDeviceControl_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_C" overridableUI="stopDeviceControl"/>
</mapping>
<mapping name="CycleNext_Button" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_3" overridableUI="nextItem"/>
</mapping>
<mapping name="CyclePrev_Button" type="Button" >
<button id="IK_Pad_DigitLeft" />
<button id="IK_1" overridableUI="prevItem"/>
</mapping>
<mapping name="UI_CycleTrackedQuestEntry_Button" type="Button" >
<button id="IK_Pad_DigitDown" />
</mapping>
<mapping name="UI_PrintDebug" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="UI_Drop" type="Button" >
<button id="IK_D" />
</mapping>
<mapping name="UI_Unequip" type="Button" >
<button id="IK_U" />
</mapping>
<!-- Minigame mapping -->
<mapping name="Minigame_MoveUp" type="Button" >
<button id="IK_Up" />
<button id="IK_Pad_DigitUp" />
</mapping>
<mapping name="Minigame_MoveDown" type="Button" >
<button id="IK_Down" />
<button id="IK_Pad_DigitDown" />
</mapping>
<mapping name="Minigame_MoveLeft" type="Button" >
<button id="IK_Left" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="Minigame_MoveRight" type="Button" >
<button id="IK_Right" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="Minigame_Action" type="Button" >
<button id="IK_Enter" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Minigame_Cancel" type="Button" SIEJADependent="true" >
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<!-- FREE CAMERA CUSTOMS -->
<buttonGroup id="LeftThumbAndStart" timeWindow="0.12f" >
<button id="IK_Pad_Start" />
<button id="IK_Pad_LeftThumb" />
</buttonGroup>
<buttonGroup id="LeftThumbAndOption" timeWindow="0.12f" >
<button id="IK_PS4_OPTIONS" />
<button id="IK_Pad_LeftThumb" />
</buttonGroup>
<mapping name="ActivateFreeCam" type="Button" >
<button id="IK_F3" />
<button id="LeftThumbAndStart" />
<button id="LeftThumbAndOption" />
</mapping >
<mapping name="FreeCam_Control" type="Button" >
<button id="IK_LControl" />
</mapping >
<mapping name="SwitchFreeCamControl" type="Button" >
<button id="IK_F4" />
</mapping>>
<mapping name="CameraClipboardC" type="Button" >
<button id="IK_C" />
</mapping>
<mapping name="CameraClipboardV" type="Button" >
<button id="IK_V" />
</mapping>
<mapping name="CameraMultSpeed" type="Button" >
<button id="IK_LShift" />
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
</mapping>
<mapping name="CameraReduceSpeed" type="Button" >
<button id="IK_Alt" />
<button id="IK_Pad_LeftTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
</mapping>
<mapping name="CameraToggleStep" type="Button" >
<button id="IK_T" />
</mapping>
<mapping name="CameraResetPitch" type="Button" >
<button id="IK_Y" />
</mapping>
<mapping name="CameraStepForward" type="Button" >
<button id="IK_W" />
</mapping>
<mapping name="CameraStepBack" type="Button" >
<button id="IK_S" />
</mapping>
<mapping name="CameraStepLeft" type="Button" >
<button id="IK_A" />
</mapping>
<mapping name="CameraStepRight" type="Button" >
<button id="IK_D" />
</mapping>
<mapping name="CameraStepUp" type="Button" >
<button id="IK_E" />
</mapping>
<mapping name="CameraStepDown" type="Button" >
<button id="IK_Q" />
</mapping>
<mapping name="FreeCam_FOV_Control" type="Button" >
<button id="IK_F" />
</mapping>
<mapping name="CameraStepPitchUp" type="Button" >
<button id="IK_Up" />
</mapping>
<mapping name="CameraStepPitchDown" type="Button" >
<button id="IK_Down" />
</mapping>
<mapping name="CameraStepYawLeft" type="Button" >
<button id="IK_Left" />
</mapping>
<mapping name="CameraStepYawRight" type="Button" >
<button id="IK_Right" />
</mapping>
<mapping name="CameraIncreaseFOV" type="Button" >
<button id="IK_O" />
</mapping>
<mapping name="CameraDecreaseFOV" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="CameraDebugStepFrame" type="Axis" >
<button id="IK_NumPad9" val="1.0" />
<button id="IK_NumPad8" val="-1.0" />
</mapping>
<mapping name="CameraDebugStepTrack" type="Axis" >
<button id="IK_NumPad4" val="1.0" />
<button id="IK_NumPad1" val="-1.0" />
</mapping>
<mapping name="CameraDebugToggleRewindMode" type="Button" >
<button id="IK_NumPad7" />
</mapping>
<mapping name="CameraDebugJumpToSelected" type="Button" >
<button id="IK_NumPad5" />
</mapping>
<!-- UI -->
<mapping name="device_click" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F" />
</mapping>
<mapping name="back" type="Button" SIEJADependent="true" >
<button id="IK_Escape"/>
<button id="IK_Pad_B_CIRCLE"/>
</mapping>
<mapping name="system_notification_confirm" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
</mapping>
<mapping name="change_account" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
</mapping>
<mapping name="left_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft"/>
<button id="IK_Left"/>
</mapping>
<mapping name="up_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitUp"/>
<button id="IK_Up"/>
</mapping>
<mapping name="right_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight"/>
<button id="IK_Right"/>
</mapping>
<mapping name="down_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_Down"/>
</mapping>
<mapping name="prior_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftShoulder"/>
<button id="IK_1"/>
</mapping>
<mapping name="next_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightShoulder"/>
<button id="IK_3"/>
</mapping>
<mapping name="prior_sub_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_8"/>
</mapping>
<mapping name="next_sub_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_9"/>
</mapping>
<mapping name="dpad_left" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft"/>
</mapping>
<mapping name="dpad_up" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitUp"/>
<button id="IK_MouseWheelUp"/>
</mapping>
<mapping name="dpad_down" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_MouseWheelDown"/>
</mapping>
<mapping name="dpad_right" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight"/>
</mapping>
<mapping name="left_stick_x" type="Axis" >
<button id="IK_Pad_LeftAxisX"/>
</mapping>
<mapping name="left_stick_y" type="Axis" >
<button id="IK_Pad_LeftAxisY"/>
</mapping>
<mapping name="right_stick_x" type="Axis" >
<button id="IK_Pad_RightAxisX"/>
<button id="IK_MouseWheelUp" val="1.0" />
<button id="IK_MouseWheelDown" val="-1.0" />
<!-- <button id="IK_MouseZ"/> -->
</mapping>
<mapping name="right_stick_y" type="Axis" >
<button id="IK_Pad_RightAxisY"/>
<button id="IK_MouseWheelUp" val="1.0" />
<button id="IK_MouseWheelDown" val="-1.0" />
<!-- <button id="IK_MouseZ"/> -->
</mapping>
<mapping name="left_trigger" type="Axis" >
<button id="IK_Pad_LeftTrigger"/>
</mapping>
<mapping name="right_trigger" type="Axis" >
<button id="IK_Pad_RightTrigger"/>
</mapping>
<mapping name="right_stick_y_scroll" type="Axis" >
<!-- <button id="IK_MouseZ"/> -->
<button id="IK_Pad_RightAxisY" />
</mapping>
<mapping name="left_stick_y_scroll_up" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftAxisY" thresholdPress="0.2" thresholdRelease="0.5" />
</mapping>
<mapping name="left_stick_y_scroll_down" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftAxisY" thresholdPress="-0.2" thresholdRelease="-0.5" />
</mapping>
<!-- Vebdor -->
<mapping name="vendor_checkout" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F"/>
</mapping>
<!-- Pause Menu -->
<mapping name="pause_menu_quicksave" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F5" />
</mapping>
<!-- InGame Settings -->
<mapping name="restore_default_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F1"/>
</mapping>
<!-- World Map Menu -->
<mapping name="world_map_fake_move" type="Button" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="world_map_fake_rotate" type="Button" >
<button id="IK_Pad_RightAxisY" />
<button id="IK_RightMouse"/>
</mapping>
<mapping name="world_map_menu_pan_mouse" type="Button" >
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="world_map_menu_rotate_mouse" type="Button" >
<button id="IK_RightMouse"/>
</mapping>
<mapping name="world_map_menu_zoom_in_mouse" type="Button" >
<button id="IK_MouseWheelUp"/>
</mapping>
<mapping name="world_map_menu_zoom_out_mouse" type="Button" >
<button id="IK_MouseWheelDown"/>
</mapping>
<mapping name="world_map_menu_zoom_out" type="Axis" >
<button id="IK_Pad_LeftTrigger"/>
<button id="IK_MouseWheelUp"/>
<button id="IK_Q"/>
</mapping>
<mapping name="world_map_menu_zoom_in" type="Axis" >
<button id="IK_Pad_RightTrigger"/>
<button id="IK_MouseWheelDown"/>
<button id="IK_E"/>
</mapping>
<mapping name="world_map_menu_cycle_camera_mode" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_M"/>
</mapping>
<mapping name="world_map_menu_fast_travel" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="world_map_menu_track_waypoint" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_RightMouse"/>
</mapping>
<mapping name="world_map_menu_open_quest_static" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_J"/>
</mapping>
<mapping name="world_map_menu_zoom_to_mappin" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_MiddleMouse"/>
</mapping>
<mapping name="world_map_menu_open_quest" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F"/>
</mapping>
<mapping name="world_map_menu_jump_to_player" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_Tab"/>
</mapping>
<mapping name="world_map_menu_cycle_filter_prev" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft"/>
<button id="IK_Z"/>
</mapping>
<mapping name="world_map_menu_cycle_filter_next" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight"/>
<button id="IK_C"/>
</mapping>
<mapping name="world_map_menu_toggle_legend" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitUp"/>
<button id="IK_X"/>
</mapping>
<mapping name="world_map_menu_time_skip" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_T"/>
</mapping>
<mapping name="world_map_menu_toggle_floorplan" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_R"/>
</mapping>
<mapping name="world_map_menu_debug_teleport" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
</mapping>
<mapping name="close_tutorial" type="Button" SIEJADependent="true" >
<button id="IK_C" />
<button id="IK_Escape" />
<button id="IK_Pad_A_CROSS"/>
</mapping>
<mapping name="proceed_popup" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_F"/>
<button id="IK_Enter"/>
</mapping>
<mapping name="cancel_popup" type="Button" SIEJADependent="true" >
<button id="IK_C" />
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="click_popup" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
<button id="IK_F" />
</mapping>
<mapping name="menu_click" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
<button id="IK_F"/>
</mapping>
<mapping name="activate" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_X_SQUARE"/>
</mapping>
<mapping name="activate_secondary" type="Button" SIEJADependent="true" >
<button id="IK_RightMouse"/>
<button id="IK_Pad_Y_TRIANGLE"/>
</mapping>
<mapping name="delete_save" type="Button" SIEJADependent="true" >
<button id="IK_X"/>
<button id="IK_Pad_Y_TRIANGLE"/>
</mapping>
<mapping name="disassemble_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_Z"/>
</mapping>
<mapping name="craft_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="drop_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_X"/>
</mapping>
<mapping name="equip_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="unequip_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_MiddleMouse"/>
</mapping>
<mapping name="preview_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_P"/>
</mapping>
<mapping name="sell_junk" type="Button" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_J"/>
</mapping>
<mapping name="use_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
<button id="IK_F"/>
</mapping>
<mapping name="upgrade_attribute" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F"/>
</mapping>
<mapping name="upgrade_perk" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F"/>
</mapping>
<mapping name="engagement_screen" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Start"/>
<button id="IK_Space"/>
</mapping>
<mapping name="select" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="track_quest" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F"/>
</mapping>
<mapping name="skip_loading" type="Button" SIEJADependent="true" >
<button id="IK_Space" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="option_switch_next" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightShoulder"/>
<button id="IK_D"/>
</mapping>
<mapping name="option_switch_prev" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftShoulder"/>
<button id="IK_A"/>
</mapping>
<mapping name="option_switch_next_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight" />
<button id="IK_D"/>
</mapping>
<mapping name="option_switch_prev_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft" />
<button id="IK_A"/>
</mapping>
<mapping name="brightness_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_Z"/>
</mapping>
<mapping name="controller_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_X"/>
</mapping>
<mapping name="character_preview_rotate" type="Axis" >
<button id="IK_Q" val="1.0" />
<button id="IK_E" val="-1.0" />
</mapping>
<!-- PHOTO MODE CUSTOMS -->
<buttonGroup id="IK_PAD_LR_THUMB" timeWindow="0.2f" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_Pad_RightThumb" />
</buttonGroup>
<mapping name="PhotoMode_MouseMove" type="Button" >
<button id="IK_LeftMouse" />
</mapping>
<mapping name="PhotoMode_MouseRotation" type="Button" >
<button id="IK_RightMouse" />
</mapping>
<mapping name="PhotoMode_MouseZoom" type="Button" >
<button id="IK_MiddleMouse" />
</mapping>
<mapping name="TogglePhotoModeButton" type="Button" >
<button id="IK_N" overridableUI="photoMode"/>
<button id="IK_PAD_LR_THUMB" />
</mapping>
<mapping name="ExitPhotoModeButton" type="Button" SIEJADependent="true" >
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="PhotoMode_ShowHideUI" type="Button" >
<button id="IK_Tab" />
<button id="IK_Pad_RightThumb" />
</mapping>
<mapping name="PhotoModeTakeScreenshot" type="Button" >
<button id="IK_F" />
</mapping>
<mapping name="PhotoModeTakeScreenshot_HiRes" type="Button" >
<button id="IK_Space" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="PhotoMode_CraneDown_Axis" type="Axis" >
<button id="IK_Pad_LeftTrigger" />
</mapping>
<mapping name="PhotoMode_CraneUp_Axis" type="Axis" >
<button id="IK_Pad_RightTrigger" />
</mapping>
<mapping name="PhotoMode_Next_Menu" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_E" />
</mapping>
<mapping name="PhotoMode_Prior_Menu" type="Button" >
<button id="IK_Pad_LeftShoulder" />
<button id="IK_Q" />
</mapping>
<mapping name="PhotoMode_LoadSettings" type="Button" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_Backspace"/>
</mapping>
<mapping name="PhotoMode_SaveSettings" type="Button" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
</mapping>
<!-- Issue reporting - we need to have it here as we want the tool to also work in final configuration. -->
<buttonGroup id="ReportIssue_ButtonGroup">
<button id="IK_Alt" />
<button id="IK_F5" />
</buttonGroup>
<mapping name="ReportIssue_Button" type="Button" >
<button id="ReportIssue_ButtonGroup" />
</mapping>
<!-- AXIS PAIRS -->
<pairedAxes name="LeftStick"
xAxisMapping="LeftX_Axis"
yAxisMapping="LeftY_Axis"
deadzonePreset="Preset_1" />
<pairedAxes name="RightStick"
xAxisMapping="RightX_Axis"
yAxisMapping="RightY_Axis"
deadzonePreset="Preset_2" />
<pairedAxes name="LeftStick_Vehicle"
xAxisMapping="LeftX_Axis_Vehicle"
yAxisMapping="LeftY_Axis_Vehicle"
deadzonePreset="Preset_Vehicle" />
<!-- PRESETS -->
<!-- sensitivity range: 1.0 - 100.0 -->
<preset name="invertRelative"
invertRealAxis="false"
invertFakeAxis="false"
invertRelative="true" />
<preset name="relative"
invertRealAxis="false"
invertFakeAxis="false"
invertRelative="false" />
<preset name="invertRealAxis"
invertRealAxis="true"
invertFakeAxis="false"
invertRelative="false" />
<preset name="invertFakeAxis"
invertRealAxis="false"
invertFakeAxis="true"
invertRelative="false" />
<preset name="invertAxis"
invertRealAxis="true"
invertFakeAxis="true"
invertRelative="false" />
</bindings>
<bindings>
<!-- MAPPINGS -->
<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-1.0" overridableUI="left"/>
<button id="IK_D" val="1.0" overridableUI="right"/>
</mapping>
<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
</mapping>
<mapping name="CrawlingLeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="back" />
</mapping>
<mapping name="RightX_Axis" type="Axis" >
<button id="IK_Pad_RightAxisX" />
</mapping>
<mapping name="RightY_Axis" type="Axis" >
<button id="IK_Pad_RightAxisY" />
</mapping>
<mapping name="UI_FakeCamera" type="Relative" >
<button id="IK_Pad_Fake_RightAxis" />
<button id="IK_MouseX" />
</mapping>
<mapping name="UI_MinigameFakeCamera" type="Relative">
<button id="IK_Pad_Fake_RelativeLeftAxis" />
<button id="IK_MouseX" />
<button id="IK_MouseY" />
</mapping>
<mapping name="UI_FakeMovement" type="Button" >
<button id="IK_Pad_Fake_LeftAxis" />
<button id="IK_W" overridableUI="forward"/>
<button id="IK_S" overridableUI="back"/>
<button id="IK_A" overridableUI="left"/>
<button id="IK_D" overridableUI="right"/>
</mapping>
<mapping name="FreeCam_RightX_Axis" type="Axis" >
<button id="IK_Pad_RightAxisX" />
<button id="IK_Right" val="1.0" />
<button id="IK_Left" val="-1.0" />
</mapping>
<mapping name="FreeCam_RightY_Axis" type="Axis" >
<button id="IK_Pad_RightAxisY" />
<button id="IK_Up" val="1.0" />
<button id="IK_Down" val="-1.0" />
</mapping>
<mapping name="FreeCam_UpDown_Axis" type="Axis" >
<button id="IK_Q" val="-1.0" />
<button id="IK_E" val="1.0" />
<button id="IK_Space" val="1.0" />
<button id="IK_Pad_B_CIRCLE" val="-1.0" />
<button id="IK_Pad_A_CROSS" val="1.0" />
<button id="IK_Pad_LeftShoulder" val="-1.0" />
<button id="IK_Pad_RightShoulder" val="1.0" />
</mapping>
<mapping name="Acceleration_Axis" type="Axis" >
<button id="IK_Pad_RightTrigger" />
<button id="IK_W" val="1.0" overridableUI="vehicleAccelerate"/>
</mapping>
<mapping name="Deceleration_Axis" type="Axis" >
<button id="IK_Pad_LeftTrigger" />
<button id="IK_S" val="1.0" overridableUI="vehicleDecelrate"/>
</mapping>
<mapping name="Acceleration_Axis_Tank" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="vehicleAccelerate"/>
<button id="IK_S" val="-1.0" overridableUI="vehicleDecelrate"/>
</mapping>
<mapping name="SafeSpot_Button" type="Button" >
<button id="IK_Space" />
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="MouseX" type="Relative" preset="relative" >
<button id="IK_MouseX" />
</mapping>
<mapping name="MouseY" type="Relative" preset="invertRelative" >
<button id="IK_MouseY" />
</mapping>
<mapping name="MouseLeft" type="Button" >
<button id="IK_LeftMouse" />
</mapping>
<mapping name="MouseWheel" type="Relative" preset="relative" >
<button id="IK_MouseZ" />
</mapping>
<mapping name="MouseWheelUp" type="Button" >
<button id="IK_MouseWheelUp" />
</mapping>
<mapping name="MouseWheelDown" type="Button" >
<button id="IK_MouseWheelDown" />
</mapping>
<mapping name="Forward_Button" type="Button" >
<button id="IK_W" overridableUI="forward"/>
</mapping>
<mapping name="Right_Button" type="Button" >
<button id="IK_D" overridableUI="right"/>
</mapping>
<mapping name="Back_Button" type="Button" >
<button id="IK_S" overridableUI="back"/>
</mapping>
<mapping name="Left_Button" type="Button" >
<button id="IK_A" overridableUI="left"/>
</mapping>
<mapping name="QuestLeft" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-1.0" overridableUI="left"/>
</mapping>
<!-- PANELS -->
<mapping name="CharacterPanel_Button" type="Button" >
<button id="IK_C" />
</mapping>
<mapping name="Inventory_Button" type="Button" >
<button id="IK_I" />
<button id="IK_Pad_Back_Select" />
</mapping>
<mapping name="PhoneInteract_Button" type="Button" >
<button id="IK_T" overridableUI="openPhone"/>
<button id="IK_Pad_DigitDown" />
</mapping>
<mapping name="Notification_Button" type="Button" >
<button id="IK_Z" overridableUI="openNotifiation"/>
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="popup_action" type="Button" SIEJADependent="true" >
<button id="IK_Space" />
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="popup_goto" type="Button" >
<button id="IK_Tab" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="popup_goto_messenger" type="Button" >
<button id="IK_Tab" />
<button id="IK_Pad_LeftThumb" />
</mapping>
<mapping name="OpenChatBox_Button" type="Button" >
<button id="IK_T" />
</mapping>
<mapping name="EnterChat_Button" type="Button" >
<button id="IK_Enter" />
</mapping>
<!-- UI FULLSCREEN MENU TOGGLES -->
<mapping name="OpenPauseMenu_Button" type="Button" >
<button id="IK_Pad_Back_Select" />
<button id="IK_PS4_OPTIONS" />
<button id="IK_Escape" />
</mapping>
<mapping name="TogglePauseMenu_Button" type="Button" >
<button id="IK_Pad_Back_Select" />
<button id="IK_PS4_OPTIONS" />
</mapping>
<mapping name="OpenHubMenu_Button" type="Button" >
<button id="IK_I" />
<button id="IK_Pad_Start" />
<button id="IK_PS4_TOUCH_PRESS" />
</mapping>
<mapping name="OpenMapMenu_Button" type="Button" >
<button id="IK_M" />
<button id="IK_Pad_Start" />
<button id="IK_PS4_TOUCH_PRESS" />
</mapping>
<mapping name="OpenJournalMenu_Button" type="Button" >
<button id="IK_J" />
</mapping>
<mapping name="OpenPerksMenu_Button" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="OpenCraftingMenu_Button" type="Button" >
<button id="IK_K" />
</mapping>
<mapping name="OpenInventoryMenu_Button" type="Button" >
<button id="IK_O" />
</mapping>
<!-- QUICK SAVE -->
<mapping name="QuickSave_Button" type="Button" >
<button id="IK_F5" />
</mapping>
<!-- UI KEYBOARD MAPPING -->
<mapping name="Keyboard_1" type="Button">
<button id="IK_1"/>
</mapping>
<mapping name="Keyboard_2" type="Button">
<button id="IK_2"/>
</mapping>
<mapping name="Keyboard_3" type="Button">
<button id="IK_3"/>
</mapping>
<mapping name="Keyboard_4" type="Button">
<button id="IK_4"/>
</mapping>
<mapping name="Keyboard_5" type="Button">
<button id="IK_5"/>
</mapping>
<mapping name="Keyboard_6" type="Button">
<button id="IK_6"/>
</mapping>
<mapping name="Keyboard_7" type="Button">
<button id="IK_7"/>
</mapping>
<mapping name="Keyboard_8" type="Button">
<button id="IK_8"/>
</mapping>
<mapping name="Keyboard_9" type="Button">
<button id="IK_9"/>
</mapping>
<mapping name="Keyboard_0" type="Button">
<button id="IK_0"/>
</mapping>
<!-- LOCOMOTION -->
<mapping name="Jump_Button" type="Button" >
<button id="IK_Pad_A_CROSS" />
<button id="IK_Space" overridableUI="jump"/>
</mapping>
<mapping name="Crouch_Button" type="Button" >
<button id="IK_LControl" overridableUI="crouchHold"/>
</mapping>
<mapping name="ToggleCrouch_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_C" overridableUI="crouchToggle"/>
</mapping>
<!-- Controller specific dodge -->
<mapping name="Dodge_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_LControl" overridableUI="crouchHold"/>
<button id="IK_C" overridableUI="crouchToggle"/>
</mapping>
<!-- Keyboard specific dodge -->
<mapping name="DodgeForward_Button" type="Button" >
<button id="IK_W" overridableUI="forward"/>
</mapping>
<mapping name="DodgeRight_Button" type="Button" >
<button id="IK_D" overridableUI="right"/>
</mapping>
<mapping name="DodgeBack_Button" type="Button" >
<button id="IK_S" overridableUI="back"/>
</mapping>
<mapping name="DodgeLeft_Button" type="Button" >
<button id="IK_A" overridableUI="left"/>
</mapping>
<mapping name="Sprint_Button" type="Button" >
<button id="IK_RShift" overridableUI="sprintHold"/>
</mapping>
<mapping name="ToggleSprint_Button" type="Button" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_LShift" overridableUI="sprintToggle"/>
</mapping>
<mapping name="LeanLeft_Button" type="Button">
<button id="IK_Q" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="LeanRight_Button" type="Button">
<button id="IK_E" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="LeanToggle_Button" type="Button">
<button id="IK_Pad_LeftThumb" />
</mapping>
<mapping name="Lean_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
</mapping>
<!-- ITEMS -->
<mapping name="Hit_Button" type="Button" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_LeftMouse" />
</mapping>
<mapping name="Hit2_Button" type="Button" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.1" thresholdRelease="0.05" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_RightMouse" overridableUI="aim" />
</mapping>
<mapping name="RangedAttack_Button" type="Button" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_LeftMouse" overridableUI="attack" />
</mapping>
<mapping name="RangedADS_Button" type="Button" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.1" thresholdRelease="0.05" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_RightMouse" overridableUI="aim" />
</mapping>
<mapping name="QuickMelee_Button" type="Button" >
<button id="IK_Pad_RightThumb" />
<button id="IK_Q" overridableUI="quickmelee"/>
</mapping>
<mapping name="MeleeAttack_Button" type="Button" >
<button id="IK_LeftMouse" overridableUI="attack"/>
<button id="IK_Pad_RightTrigger" thresholdPress="0.2" thresholdRelease="0.55" />
</mapping>
<mapping name="MeleeBlock_Button" type="Button" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.01" thresholdRelease="0.05" />
<button id="IK_RightMouse" overridableUI="aim"/>
</mapping>
<mapping name="CombatGadget_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_MiddleMouse" overridableUI="combatGadget"/>
</mapping>
<mapping name="UseConsumable_Button" type="Button" >
<button id="IK_Pad_DigitUp" />
<button id="IK_X" overridableUI="useConsumable"/>
</mapping>
<mapping name="SwitchItem_Button" type="Button" >
<button id="IK_Alt" overridableUI="switchItem"/>
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="NextWeapon_Button" type="Button" >
<button id="IK_MouseWheelUp" overridableUI="nextWeapon"/>
</mapping>
<mapping name="PreviousWeapon_Button" type="Button" >
<button id="IK_MouseWheelDown" overridableUI="previousWeapon"/>
</mapping>
<mapping name="CycleTriggerMode_Button" type="Button" >
<button id="IK_Pad_DigitUp" />
</mapping>
<mapping name="Reload_Button" type="Button" >
<button id="IK_R" overridableUI="reload"/>
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="CancelCharging_Button" type="Button">
<button id="IK_Pad_Y_TRIANGLE" />
<button id="IK_R" overridableUI="cancelCharge"/>
</mapping>
<mapping name="ZoomIn_Button" type="Button" >
<button id="IK_Pad_DigitUp" />
<button id="IK_MouseWheelUp" overridableUI="zoomIn"/>
</mapping>
<mapping name="ZoomOut_Button" type="Button" >
<button id="IK_Pad_DigitDown" />
<button id="IK_MouseWheelDown" overridableUI="zoomOut"/>
</mapping>
<mapping name="BraindancePause_Button" type="Button" >
<button id="IK_Pad_X_SQUARE" />
<button id="IK_Space" overridableUI="braindancePause"/>
</mapping>
<mapping name="BraindancePlayForward_Button" type="Button" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.1" thresholdRelease="0.05" />
<button id="IK_E" overridableUI="braindanceForward"/>
</mapping>
<mapping name="BraindancePlayBackward_Button" type="Button" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.1" thresholdRelease="0.05" />
<button id="IK_Q" overridableUI="braindanceBackward"/>
</mapping>
<mapping name="BraindanceRestart_Button" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
<button id="IK_R" overridableUI="braindanceRestart"/>
</mapping>
<mapping name="BraindanceSwitchLayer_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_LShift" overridableUI="braindanceLayer"/>
</mapping>
<mapping name="BraindanceCameraToggle_Button" type="Button" >
<button id="IK_Pad_LeftShoulder" />
<button id="IK_Tab" overridableUI="braindanceMode"/>
</mapping>
<mapping name="ExitBraindance_Button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_X" overridableUI="braindanceExit"/>
</mapping>
<mapping name="CallVehicle_Button" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_V" overridableUI="callVehicle"/>
</mapping>
<mapping name="VehicleInsideWheel_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_R" overridableUI="radio"/>
</mapping>
<mapping name="WeaponWheel_Button" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
<button id="IK_Alt" overridableUI="switchItem"/>
</mapping>
<mapping name="WeaponSlot1_Button" type="Button" >
<button id="IK_1" overridableUI="weapon1"/>
</mapping>
<mapping name="WeaponSlot2_Button" type="Button" >
<button id="IK_2" overridableUI="weapon2"/>
</mapping>
<mapping name="WeaponSlot3_Button" type="Button" >
<button id="IK_3" overridableUI="weapon3"/>
</mapping>
<mapping name="WeaponSlot4_Button" type="Button" >
<button id="IK_4" overridableUI="weapon4"/>
</mapping>
<mapping name="OpenQuickHackPanel_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_F" />
</mapping>
<mapping name="CloseQuickHackPanel" type="Button" SIEJADependent="true" >
<button id="IK_Escape" />
<button id="IK_Backspace" />
<button id="IK_Pad_RightShoulder" />
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_V" />
</mapping>
<mapping name="ApplyAndCloseQHackWidget" type="Button" >
<button id="IK_Pad_X_SQUARE" />
<button id="IK_F" overridableUI="selectChoice"/>
</mapping>
<mapping name="ApplyQHack" type="Button" >
<button id="IK_F" />
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="ToggleQHackDescription" type="Button" >
<button id="IK_Z" overridableUI="quickhackInfo"/>
<button id="IK_Pad_RightShoulder" />
</mapping>
<mapping name="CycleObjectives_Button" type="Button" >
<button id="IK_Pad_DigitDown" />
<button id="IK_Z" overridableUI="cycleObjectives"/>
</mapping>
<!-- PROTOTYPING -->
<mapping name="UI_DPadLeft" type="Button">
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="UI_DPadRight" type="Button">
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="UI_DPadUp" type="Button">
<button id="IK_Pad_DigitUp" />
</mapping>
<mapping name="UI_DPadDown" type="Button">
<button id="IK_Pad_DigitDown" />
</mapping>
<mapping name="UI_DialogFocus" type="Button">
<button id="IK_Pad_DigitDown" />
<button id="IK_Pad_DigitUp" />
<button id="IK_Up" />
<button id="IK_Down" />
</mapping>
<mapping name="UI_Esc_B_Circle" type="Button" SIEJADependent="true" >
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="UI_A_Cross" type="Button">
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="UI_Y_Triangle" type="Button">
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<!-- BODY CARRYING -->
<mapping name="PickUpBodyFromTakedown_Button" type="Button">
<button id="IK_Pad_RightThumb" />
<button id="IK_E" overridableUI="dropCarriedObject"/>
</mapping>
<mapping name="BodyDrop_Button" type="Button">
<button id="IK_Pad_X_SQUARE" />
<button id="IK_E" overridableUI="dropCarriedObject"/>
</mapping>
<!-- INSPECTIO -->
<mapping name="InspectionEnd" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_E" />
</mapping>
<mapping name="InspectionTake" type="Button" >
<button id="IK_Pad_X_SQUARE" />
<button id="IK_T" />
</mapping>
<mapping name="InspectionZoom" type="Axis" >
<button id="IK_Pad_LeftTrigger" />
<button id="IK_RightMouse" val="1.0" />
</mapping>
<!-- FOCUS MODE AKA SCANNING -->
<mapping name="Tag_Button" type="Button" >
<button id="IK_Pad_RightThumb" />
<button id="IK_MiddleMouse" overridableUI="tag"/>
</mapping>
<mapping name="Vision_Toggle_Button" type="Button" >
<button id="IK_CapsLock" overridableUI="visionToggle"/>
</mapping>
<mapping name="Vision_Hold_Button" type="Button" >
<button id="IK_Tab" overridableUI="visionHold"/>
<button id="IK_Pad_LeftShoulder" />
</mapping>
<!-- CYBERWARE -->
<mapping name="LeftShoulder_Button" type="Button" >
<button id="IK_Pad_LeftShoulder" />
</mapping>
<mapping name="RightShoulder_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
</mapping>
<mapping name="IconicCyberware_Button" type="Button" >
<button id="IK_E" overridableUI="iconic"/>
<button id="IK_Pad_LeftRightShoulder" />
</mapping>
<!-- BUTTON COMBO GROUPS -->
<!-- has time timeWindow during which the combo can be activated ( default param. = 0.1f )
has input locking mechanism, all combo buttons need to be released in order to unlock. -->
<buttonGroup id="IK_Pad_LeftRightShoulder" timeWindow="0.08f" >
<button id="IK_Pad_LeftShoulder" />
<button id="IK_Pad_RightShoulder" />
</buttonGroup>
<!-- TAKEDOWN -->
<mapping name="Takedown_Button" type="Button" >
<button id="IK_Pad_X_SQUARE" />
<button id="IK_F" />
</mapping>
<!-- VEHICLES -->
<mapping name="LeftX_Axis_Vehicle" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_D" val="1.0" overridableUI="vehicleSteerRight"/>
<button id="IK_A" val="-1.0" overridableUI="vehicleSteerLeft"/>
</mapping>
<mapping name="LeftY_Axis_Vehicle" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_Shift" val="1.0" />
<button id="IK_Ctrl" val="-1.0" />
</mapping>
<mapping name="VehicleCameraToggle" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_Q" overridableUI="vehicleToggleCam"/>
</mapping>
<mapping name="Enter_Combat" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
<button id="IK_B" />
</mapping>
<mapping name="Vehicle_Horn" type="Button" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_LControl" overridableUI="vehicleHorn"/>
</mapping>
<mapping name="Vehicle_Shoot_Primary" type="Button">
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_LeftMouse" overridableUI="vehicleShootPrimary"/>
</mapping>
<mapping name="Vehicle_Shoot_Secondary" type="Button">
<button id="IK_Pad_LeftTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_RightMouse" overridableUI="vehicleShootSecondary"/>
</mapping>
<mapping name="Vehicle_Shoot_Tertiary" type="Button">
<button id="IK_Pad_RightShoulder" />
<button id="IK_LControl" overridableUI="vehicleShootTertiary"/>
</mapping>
<mapping name="Vehicle_CycleLights" type="Button">
<button id="IK_Alt" val="1.0" overridableUI="vehicleLights"/>
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="VehicleDriverCombatRangedAttack_Button" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_LeftMouse" overridableUI="vehicleWeaponAttack"/>
</mapping>
<mapping name="Vehicle_Handbrake" type="Button">
<button id="IK_Pad_A_CROSS" />
<button id="IK_Space" overridableUI="vehicleHandbrake"/>
</mapping>
<mapping name="ExitVehicle_Button" type="Button" >
<button id="IK_F" overridableUI="exitVehicle"/>
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="VehicleCameraInverse_Button" type="Button">
<button id="IK_Pad_RightThumb" />
<button id="IK_MiddleMouse" overridableUI="vehicleInverseCam"/>
</mapping>
<!-- DEBUG -->
<mapping name="Debug_Kill" type="Button" >
<button id="IK_K" />
</mapping>
<mapping name="Debug_KillAll" type="Button" >
<button id="IK_L" />
</mapping>
<mapping name="TweakDBReload_Button" type="Button" >
<button id="IK_NumPad3" />
</mapping>
<mapping name="SelectPuppet_Button" type="Button" >
<button id="IK_NumPad4" />
</mapping>
<mapping name="SelectSoundDebug_Button" type="Button" >
<button id="IK_F7" />
</mapping>
<mapping name="RaycastDistanceAndMaterial_Button" type="Button" >
<button id="IK_F6" />
</mapping>
<mapping name="SelectPuppetAnimation_Button" type="Button" >
<button id="IK_F11" />
</mapping>
<mapping name="SelectPuppetWorkspots_Button" type="Button" >
<button id="IK_NumPad2" />
</mapping>
<mapping name="SendExitSignalWorkspots_Button" type="Button" >
<button id="IK_Semicolon" />
</mapping>
<mapping name="SelfWorkspotDebugMode_Button" type="Button" >
<button id="IK_Alt" />
</mapping>
<!-- Anim Button Groups -->
<buttonGroup id="IK_F11_Alt" >
<button id="IK_F11" />
<button id="IK_Alt" />
</buttonGroup>
<buttonGroup id="IK_F11_Shift" >
<button id="IK_F11" />
<button id="IK_RShift" />
</buttonGroup>
<mapping name="SelectPlayerAnimation_Button" type="Button" >
<button id="IK_F11_Alt" />
</mapping>
<mapping name="SelectFacialAnimationDebugCamera_Button" type="Button" >
<button id="IK_F11_Shift" />
</mapping>
<buttonGroup id="IK_1_LShift" timeWindow = "0.08f" >
<button id="IK_LShift" />
<button id="IK_1" />
</buttonGroup>
<buttonGroup id="IK_2_LShift" timeWindow = "0.08f" >
<button id="IK_LShift" />
<button id="IK_2" />
</buttonGroup>
<buttonGroup id="IK_3_LShift" timeWindow = "0.08f" >
<button id="IK_LShift" />
<button id="IK_3" />
</buttonGroup>
<mapping name="ApplyNPCLevelToPlayerRanged_Button" type="Button" >
<button id="IK_1_LShift" />
</mapping>
<mapping name="ApplyNPCLevelToPlayerMelee_Button" type="Button" >
<button id="IK_2_LShift" />
</mapping>
<mapping name="ApplyNPCLevelToPlayerNetrunner_Button" type="Button" >
<button id="IK_3_LShift" />
</mapping>
<mapping name="ToggleFrameRecording_Button" type="Button" >
<button id="IK_NumPad1" />
</mapping>
<mapping name="Debug_ModifyYAxis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_Up" val="1.0" />
<button id="IK_Down" val="-1.0" />
</mapping>
<mapping name="Debug_ToggleFocusMode" type="Button" >
<button id="IK_NumPad5" />
</mapping>
<mapping name="Debug_ToggleScanMode" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="FastForward_Button" type="Button" >
<button id="IK_Home" />
</mapping>
<mapping name="SceneFastForward_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_C" overridableUI="fastForward"/>
</mapping>
<mapping name="FastForward_Hold_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Debug_A" type="Button" >
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="Debug_B" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Debug_X" type="Button" >
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Debug_Y" type="Button" >
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="Debug_LeftThumb" type="Button" >
<button id="IK_Pad_LeftThumb" />
</mapping>
<mapping name="Debug_RightThumb" type="Button" >
<button id="IK_Pad_RightThumb" />
</mapping>
<mapping name="Debug_LeftTrigger" type="Button" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.1" thresholdRelease="0.05" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_RightMouse" />
</mapping>
<mapping name="Debug_RightTrigger" type="Button" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" /> <!-- threshold range < -1.0; 1.0 >, threshold pairs should be both positive/negative -->
<button id="IK_LeftMouse" />
</mapping>
<mapping name="Debug_LeftShoulder" type="Button" >
<button id="IK_Pad_LeftShoulder" />
</mapping>
<mapping name="Debug_RightShoulder" type="Button" >
<button id="IK_Pad_RightShoulder" />
</mapping>
<mapping name="Debug_DPadLeft" type="Button" >
<button id="IK_Left" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="Debug_DPadRight" type="Button" >
<button id="IK_Right" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="Debug_DPadUp" type="Button" >
<button id="IK_Up" />
<button id="IK_Pad_DigitUp" />
</mapping>
<mapping name="Debug_DPadDown" type="Button" >
<button id="IK_Down" />
<button id="IK_Pad_DigitDown" />
</mapping>
<!-- DEVICE ADVANCE INTERACTION -->
<mapping name="UI_MoveCursorVertically" type="Axis">
<button id="IK_Pad_LeftAxisY" />
<!-- <button id="IK_MouseX" /> Ł.SZ we needto solve that in the future. Those types are not comapatible-->
</mapping>
<mapping name="UI_MoveCursorHorizontally" type="Axis">
<button id="IK_Pad_LeftAxisX"/>
<!-- <button id="IK_MouseY" /> Ł.SZ we needto solve that in the future. Those types are not comapatible-->
</mapping>
<mapping name="UI_ScrollVertically" type="Axis">
<button id="IK_Pad_RightAxisY"/>
<!-- <button id="IK_MouseZ" /> Ł.SZ we needto solve that in the future. Those types are not comapatible-->
</mapping>
<!-- TEMP UI MAPPING -->
<mapping name="UI_LookX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_MouseX" />
</mapping>
<mapping name="UI_LookY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY"/>
<button id="IK_MouseY" />
</mapping>
<mapping name="UI_MoveX_Axis" type="Axis" >
<button id="IK_Pad_RightAxisX" />
</mapping>
<mapping name="UI_MoveY_Axis" type="Axis" >
<button id="IK_Pad_RightAxisY"/>
</mapping>
<mapping name="Open_Craft" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="Open_SubChar" type="Button" >
<button id="IK_J" />
</mapping>
<mapping name="UI_MoveUp" type="Button" >
<button id="IK_Pad_DigitUp" />
<button id="IK_Q" overridableUI="selectUp"/>
<button id="IK_MouseWheelUp" />
<button id="IK_Up" overridableUI="selectUpSecondary"/>
</mapping>
<mapping name="UI_ContextHelp" type="Button" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_H" />
</mapping>
<mapping name="UI_MoveDown" type="Button" >
<button id="IK_Pad_DigitDown" />
<button id="IK_E" overridableUI="selectDown"/>
<button id="IK_MouseWheelDown" />
<button id="IK_Down" overridableUI="selectDownSecondary"/>
</mapping>
<mapping name="UI_MoveLeft" type="Button" >
<button id="IK_Left" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="UI_MoveRight" type="Button" >
<button id="IK_Right" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="Dialog_LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
</mapping>
<mapping name="Choice1" type="Button" >
<button id="IK_F" overridableUI="choice1"/>
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Choice2" type="Button" >
<button id="IK_R" overridableUI="choice2"/>
<button id="IK_Pad_Y_TRIANGLE" />
</mapping>
<mapping name="Choice3" type="Button" >
<button id="IK_1" overridableUI="choice3"/>
<button id="IK_Pad_A_CROSS" />
</mapping>
<mapping name="Choice4" type="Button" >
<button id="IK_2" overridableUI="choice4"/>
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="DialogConfirm" type="Button" >
<button id="IK_F" />
<button id="IK_Enter" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Dialog_Choice_Up" type="Button" >
<button id="IK_Up" />
<button id="IK_Pad_DigitUp" />
<button id="IK_Q" />
</mapping>
<mapping name="Dialog_Choice_Down" type="Button" >
<button id="IK_Down" />
<button id="IK_Pad_DigitDown" />
<button id="IK_E" />
</mapping>
<mapping name="Apply_Button" type="Button" SIEJADependent="true" >
<button id="IK_F" overridableUI="selectChoice"/>
<button id="IK_Enter" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Cancel_Button" type="Button" SIEJADependent="true" >
<button id="IK_C" overridableUI="cancelSelection"/>
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="Looting_Item_Comparision_Cycling" type="Button" SIEJADependent="true" >
<button id="IK_B" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="ExitWheel_Button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_RightMouse" overridableUI="exitRadial"/>
</mapping>
<mapping name="SelectWheelItem_Button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS" />
<button id="IK_LeftMouse" overridableUI="selectInRadial"/>
</mapping>
<mapping name="NextItem_Button" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_E"/>
</mapping>
<mapping name="PrevItem_Button" type="Button" >
<button id="IK_Pad_DigitLeft" />
<button id="IK_Q"/>
</mapping>
<mapping name="StopDeviceControl_Button" type="Button" >
<button id="IK_Pad_B_CIRCLE" />
<button id="IK_C" overridableUI="stopDeviceControl"/>
</mapping>
<mapping name="CycleNext_Button" type="Button" >
<button id="IK_Pad_DigitRight" />
<button id="IK_3" overridableUI="nextItem"/>
</mapping>
<mapping name="CyclePrev_Button" type="Button" >
<button id="IK_Pad_DigitLeft" />
<button id="IK_1" overridableUI="prevItem"/>
</mapping>
<mapping name="UI_CycleTrackedQuestEntry_Button" type="Button" >
<button id="IK_Pad_DigitDown" />
</mapping>
<mapping name="UI_PrintDebug" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="UI_Drop" type="Button" >
<button id="IK_D" />
</mapping>
<mapping name="UI_Unequip" type="Button" >
<button id="IK_U" />
</mapping>
<!-- Minigame mapping -->
<mapping name="Minigame_MoveUp" type="Button" >
<button id="IK_Up" />
<button id="IK_Pad_DigitUp" />
</mapping>
<mapping name="Minigame_MoveDown" type="Button" >
<button id="IK_Down" />
<button id="IK_Pad_DigitDown" />
</mapping>
<mapping name="Minigame_MoveLeft" type="Button" >
<button id="IK_Left" />
<button id="IK_Pad_DigitLeft" />
</mapping>
<mapping name="Minigame_MoveRight" type="Button" >
<button id="IK_Right" />
<button id="IK_Pad_DigitRight" />
</mapping>
<mapping name="Minigame_Action" type="Button" >
<button id="IK_Enter" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="Minigame_Cancel" type="Button" SIEJADependent="true" >
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<!-- FREE CAMERA CUSTOMS -->
<buttonGroup id="LeftThumbAndStart" timeWindow="0.12f" >
<button id="IK_Pad_Start" />
<button id="IK_Pad_LeftThumb" />
</buttonGroup>
<buttonGroup id="LeftThumbAndOption" timeWindow="0.12f" >
<button id="IK_PS4_OPTIONS" />
<button id="IK_Pad_LeftThumb" />
</buttonGroup>
<mapping name="ActivateFreeCam" type="Button" >
<button id="IK_F3" />
<button id="LeftThumbAndStart" />
<button id="LeftThumbAndOption" />
</mapping >
<mapping name="FreeCam_Control" type="Button" >
<button id="IK_LControl" />
</mapping >
<mapping name="SwitchFreeCamControl" type="Button" >
<button id="IK_F4" />
</mapping>>
<mapping name="CameraClipboardC" type="Button" >
<button id="IK_C" />
</mapping>
<mapping name="CameraClipboardV" type="Button" >
<button id="IK_V" />
</mapping>
<mapping name="CameraMultSpeed" type="Button" >
<button id="IK_LShift" />
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
</mapping>
<mapping name="CameraReduceSpeed" type="Button" >
<button id="IK_Alt" />
<button id="IK_Pad_LeftTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
</mapping>
<mapping name="CameraToggleStep" type="Button" >
<button id="IK_T" />
</mapping>
<mapping name="CameraResetPitch" type="Button" >
<button id="IK_Y" />
</mapping>
<mapping name="CameraStepForward" type="Button" >
<button id="IK_W" />
</mapping>
<mapping name="CameraStepBack" type="Button" >
<button id="IK_S" />
</mapping>
<mapping name="CameraStepLeft" type="Button" >
<button id="IK_A" />
</mapping>
<mapping name="CameraStepRight" type="Button" >
<button id="IK_D" />
</mapping>
<mapping name="CameraStepUp" type="Button" >
<button id="IK_E" />
</mapping>
<mapping name="CameraStepDown" type="Button" >
<button id="IK_Q" />
</mapping>
<mapping name="FreeCam_FOV_Control" type="Button" >
<button id="IK_F" />
</mapping>
<mapping name="CameraStepPitchUp" type="Button" >
<button id="IK_Up" />
</mapping>
<mapping name="CameraStepPitchDown" type="Button" >
<button id="IK_Down" />
</mapping>
<mapping name="CameraStepYawLeft" type="Button" >
<button id="IK_Left" />
</mapping>
<mapping name="CameraStepYawRight" type="Button" >
<button id="IK_Right" />
</mapping>
<mapping name="CameraIncreaseFOV" type="Button" >
<button id="IK_O" />
</mapping>
<mapping name="CameraDecreaseFOV" type="Button" >
<button id="IK_P" />
</mapping>
<mapping name="CameraDebugStepFrame" type="Axis" >
<button id="IK_NumPad9" val="1.0" />
<button id="IK_NumPad8" val="-1.0" />
</mapping>
<mapping name="CameraDebugStepTrack" type="Axis" >
<button id="IK_NumPad4" val="1.0" />
<button id="IK_NumPad1" val="-1.0" />
</mapping>
<mapping name="CameraDebugToggleRewindMode" type="Button" >
<button id="IK_NumPad7" />
</mapping>
<mapping name="CameraDebugJumpToSelected" type="Button" >
<button id="IK_NumPad5" />
</mapping>
<!-- UI -->
<mapping name="device_click" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F" />
</mapping>
<mapping name="back" type="Button" SIEJADependent="true" >
<button id="IK_Escape"/>
<button id="IK_Pad_B_CIRCLE"/>
</mapping>
<mapping name="system_notification_confirm" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
</mapping>
<mapping name="change_account" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
</mapping>
<mapping name="left_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft"/>
<button id="IK_Left"/>
</mapping>
<mapping name="up_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitUp"/>
<button id="IK_Up"/>
</mapping>
<mapping name="right_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight"/>
<button id="IK_Right"/>
</mapping>
<mapping name="down_button" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_Down"/>
</mapping>
<mapping name="prior_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftShoulder"/>
<button id="IK_1"/>
</mapping>
<mapping name="next_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightShoulder"/>
<button id="IK_3"/>
</mapping>
<mapping name="prior_sub_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_8"/>
</mapping>
<mapping name="next_sub_menu" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightTrigger" thresholdPress="0.5" thresholdRelease="0.55" />
<button id="IK_9"/>
</mapping>
<mapping name="dpad_left" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft"/>
</mapping>
<mapping name="dpad_up" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitUp"/>
<button id="IK_MouseWheelUp"/>
</mapping>
<mapping name="dpad_down" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_MouseWheelDown"/>
</mapping>
<mapping name="dpad_right" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight"/>
</mapping>
<mapping name="left_stick_x" type="Axis" >
<button id="IK_Pad_LeftAxisX"/>
</mapping>
<mapping name="left_stick_y" type="Axis" >
<button id="IK_Pad_LeftAxisY"/>
</mapping>
<mapping name="right_stick_x" type="Axis" >
<button id="IK_Pad_RightAxisX"/>
<button id="IK_MouseWheelUp" val="1.0" />
<button id="IK_MouseWheelDown" val="-1.0" />
<!-- <button id="IK_MouseZ"/> -->
</mapping>
<mapping name="right_stick_y" type="Axis" >
<button id="IK_Pad_RightAxisY"/>
<button id="IK_MouseWheelUp" val="1.0" />
<button id="IK_MouseWheelDown" val="-1.0" />
<!-- <button id="IK_MouseZ"/> -->
</mapping>
<mapping name="left_trigger" type="Axis" >
<button id="IK_Pad_LeftTrigger"/>
</mapping>
<mapping name="right_trigger" type="Axis" >
<button id="IK_Pad_RightTrigger"/>
</mapping>
<mapping name="right_stick_y_scroll" type="Axis" >
<!-- <button id="IK_MouseZ"/> -->
<button id="IK_Pad_RightAxisY" />
</mapping>
<mapping name="left_stick_y_scroll_up" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftAxisY" thresholdPress="0.2" thresholdRelease="0.5" />
</mapping>
<mapping name="left_stick_y_scroll_down" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftAxisY" thresholdPress="-0.2" thresholdRelease="-0.5" />
</mapping>
<!-- Vebdor -->
<mapping name="vendor_checkout" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F"/>
</mapping>
<!-- Pause Menu -->
<mapping name="pause_menu_quicksave" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F5" />
</mapping>
<!-- InGame Settings -->
<mapping name="restore_default_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F1"/>
</mapping>
<!-- World Map Menu -->
<mapping name="world_map_fake_move" type="Button" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="world_map_fake_rotate" type="Button" >
<button id="IK_Pad_RightAxisY" />
<button id="IK_RightMouse"/>
</mapping>
<mapping name="world_map_menu_pan_mouse" type="Button" >
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="world_map_menu_rotate_mouse" type="Button" >
<button id="IK_RightMouse"/>
</mapping>
<mapping name="world_map_menu_zoom_in_mouse" type="Button" >
<button id="IK_MouseWheelUp"/>
</mapping>
<mapping name="world_map_menu_zoom_out_mouse" type="Button" >
<button id="IK_MouseWheelDown"/>
</mapping>
<mapping name="world_map_menu_zoom_out" type="Axis" >
<button id="IK_Pad_LeftTrigger"/>
<button id="IK_MouseWheelUp"/>
<button id="IK_Q"/>
</mapping>
<mapping name="world_map_menu_zoom_in" type="Axis" >
<button id="IK_Pad_RightTrigger"/>
<button id="IK_MouseWheelDown"/>
<button id="IK_E"/>
</mapping>
<mapping name="world_map_menu_cycle_camera_mode" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_M"/>
</mapping>
<mapping name="world_map_menu_fast_travel" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="world_map_menu_track_waypoint" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_RightMouse"/>
</mapping>
<mapping name="world_map_menu_open_quest_static" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_J"/>
</mapping>
<mapping name="world_map_menu_zoom_to_mappin" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_MiddleMouse"/>
</mapping>
<mapping name="world_map_menu_open_quest" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F"/>
</mapping>
<mapping name="world_map_menu_jump_to_player" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_Tab"/>
</mapping>
<mapping name="world_map_menu_cycle_filter_prev" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft"/>
<button id="IK_Z"/>
</mapping>
<mapping name="world_map_menu_cycle_filter_next" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight"/>
<button id="IK_C"/>
</mapping>
<mapping name="world_map_menu_toggle_legend" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitUp"/>
<button id="IK_X"/>
</mapping>
<mapping name="world_map_menu_time_skip" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitDown"/>
<button id="IK_T"/>
</mapping>
<mapping name="world_map_menu_toggle_floorplan" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_R"/>
</mapping>
<mapping name="world_map_menu_debug_teleport" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
</mapping>
<mapping name="close_tutorial" type="Button" SIEJADependent="true" >
<button id="IK_C" />
<button id="IK_Escape" />
<button id="IK_Pad_A_CROSS"/>
</mapping>
<mapping name="proceed_popup" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_F"/>
<button id="IK_Enter"/>
</mapping>
<mapping name="cancel_popup" type="Button" SIEJADependent="true" >
<button id="IK_C" />
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="click_popup" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
<button id="IK_F" />
</mapping>
<mapping name="menu_click" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
<button id="IK_F"/>
</mapping>
<mapping name="activate" type="Button" SIEJADependent="true" >
<button id="IK_LeftMouse"/>
<button id="IK_Pad_X_SQUARE"/>
</mapping>
<mapping name="activate_secondary" type="Button" SIEJADependent="true" >
<button id="IK_RightMouse"/>
<button id="IK_Pad_Y_TRIANGLE"/>
</mapping>
<mapping name="delete_save" type="Button" SIEJADependent="true" >
<button id="IK_X"/>
<button id="IK_Pad_Y_TRIANGLE"/>
</mapping>
<mapping name="disassemble_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_Z"/>
</mapping>
<mapping name="craft_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="drop_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_X"/>
</mapping>
<mapping name="equip_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="unequip_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_MiddleMouse"/>
</mapping>
<mapping name="preview_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_P"/>
</mapping>
<mapping name="sell_junk" type="Button" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_J"/>
</mapping>
<mapping name="use_item" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
<button id="IK_F"/>
</mapping>
<mapping name="upgrade_attribute" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F"/>
</mapping>
<mapping name="upgrade_perk" type="Button" SIEJADependent="true" >
<button id="IK_Pad_X_SQUARE"/>
<button id="IK_F"/>
</mapping>
<mapping name="engagement_screen" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Start"/>
<button id="IK_Space"/>
</mapping>
<mapping name="select" type="Button" SIEJADependent="true" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_LeftMouse"/>
</mapping>
<mapping name="track_quest" type="Button" SIEJADependent="true" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_F"/>
</mapping>
<mapping name="skip_loading" type="Button" SIEJADependent="true" >
<button id="IK_Space" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="option_switch_next" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightShoulder"/>
<button id="IK_D"/>
</mapping>
<mapping name="option_switch_prev" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftShoulder"/>
<button id="IK_A"/>
</mapping>
<mapping name="option_switch_next_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitRight" />
<button id="IK_D"/>
</mapping>
<mapping name="option_switch_prev_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_DigitLeft" />
<button id="IK_A"/>
</mapping>
<mapping name="brightness_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_LeftThumb"/>
<button id="IK_Z"/>
</mapping>
<mapping name="controller_settings" type="Button" SIEJADependent="true" >
<button id="IK_Pad_RightThumb"/>
<button id="IK_X"/>
</mapping>
<mapping name="character_preview_rotate" type="Axis" >
<button id="IK_Q" val="1.0" />
<button id="IK_E" val="-1.0" />
</mapping>
<!-- PHOTO MODE CUSTOMS -->
<buttonGroup id="IK_PAD_LR_THUMB" timeWindow="0.2f" >
<button id="IK_Pad_LeftThumb" />
<button id="IK_Pad_RightThumb" />
</buttonGroup>
<mapping name="PhotoMode_MouseMove" type="Button" >
<button id="IK_LeftMouse" />
</mapping>
<mapping name="PhotoMode_MouseRotation" type="Button" >
<button id="IK_RightMouse" />
</mapping>
<mapping name="PhotoMode_MouseZoom" type="Button" >
<button id="IK_MiddleMouse" />
</mapping>
<mapping name="TogglePhotoModeButton" type="Button" >
<button id="IK_N" overridableUI="photoMode"/>
<button id="IK_PAD_LR_THUMB" />
</mapping>
<mapping name="ExitPhotoModeButton" type="Button" SIEJADependent="true" >
<button id="IK_Escape" />
<button id="IK_Pad_B_CIRCLE" />
</mapping>
<mapping name="PhotoMode_ShowHideUI" type="Button" >
<button id="IK_Tab" />
<button id="IK_Pad_RightThumb" />
</mapping>
<mapping name="PhotoModeTakeScreenshot" type="Button" >
<button id="IK_F" />
</mapping>
<mapping name="PhotoModeTakeScreenshot_HiRes" type="Button" >
<button id="IK_Space" />
<button id="IK_Pad_X_SQUARE" />
</mapping>
<mapping name="PhotoMode_CraneDown_Axis" type="Axis" >
<button id="IK_Pad_LeftTrigger" />
</mapping>
<mapping name="PhotoMode_CraneUp_Axis" type="Axis" >
<button id="IK_Pad_RightTrigger" />
</mapping>
<mapping name="PhotoMode_Next_Menu" type="Button" >
<button id="IK_Pad_RightShoulder" />
<button id="IK_E" />
</mapping>
<mapping name="PhotoMode_Prior_Menu" type="Button" >
<button id="IK_Pad_LeftShoulder" />
<button id="IK_Q" />
</mapping>
<mapping name="PhotoMode_LoadSettings" type="Button" >
<button id="IK_Pad_Y_TRIANGLE"/>
<button id="IK_Backspace"/>
</mapping>
<mapping name="PhotoMode_SaveSettings" type="Button" >
<button id="IK_Pad_A_CROSS"/>
<button id="IK_Enter"/>
</mapping>
<!-- Issue reporting - we need to have it here as we want the tool to also work in final configuration. -->
<buttonGroup id="ReportIssue_ButtonGroup">
<button id="IK_Alt" />
<button id="IK_F5" />
</buttonGroup>
<mapping name="ReportIssue_Button" type="Button" >
<button id="ReportIssue_ButtonGroup" />
</mapping>
<!-- AXIS PAIRS -->
<pairedAxes name="LeftStick"
xAxisMapping="LeftX_Axis"
yAxisMapping="LeftY_Axis"
deadzonePreset="Preset_1" />
<pairedAxes name="RightStick"
xAxisMapping="RightX_Axis"
yAxisMapping="RightY_Axis"
deadzonePreset="Preset_2" />
<pairedAxes name="LeftStick_Vehicle"
xAxisMapping="LeftX_Axis_Vehicle"
yAxisMapping="LeftY_Axis_Vehicle"
deadzonePreset="Preset_Vehicle" />
<!-- PRESETS -->
<!-- sensitivity range: 1.0 - 100.0 -->
<preset name="invertRelative"
invertRealAxis="false"
invertFakeAxis="false"
invertRelative="true" />
<preset name="relative"
invertRealAxis="false"
invertFakeAxis="false"
invertRelative="false" />
<preset name="invertRealAxis"
invertRealAxis="true"
invertFakeAxis="false"
invertRelative="false" />
<preset name="invertFakeAxis"
invertRealAxis="false"
invertFakeAxis="true"
invertRelative="false" />
<preset name="invertAxis"
invertRealAxis="true"
invertFakeAxis="true"
invertRelative="false" />
</bindings>
Gamer since 1992.
- Spiritflare82
- Beiträge: 2564
- Registriert: 26.08.2015 04:08
- Persönliche Nachricht:
Re: Cyberpunk 2077 - Test
Äpfel und Birnen...außerdem kommts auf die Engine an wie schnell sowas geht.Pentanick hat geschrieben: ↑10.12.2020 19:35 Nun, was das wegpatchen von Grafikproblemen anbelangt bin ich kürzlich echt überrascht worden, was da in kurzer Zeit möglich ist. Dirt 5 war die ersten zwei Tage optisch so was von verdorben auf der One X und dann Zack, alles total i.O.! Das Spiel selbst blieb zwar beschränkt, aber dieses Problem hat Cyperpunk 2077 sicher nicht!
- Imperator Palpatine
- Beiträge: 1829
- Registriert: 11.06.2014 14:19
- Persönliche Nachricht:
Re: Cyberpunk 2077 - Test
Tja das ging fix, mein Geld wurde mir eine Stunde nach dem ich das Ticket geschrieben habe, erstattet.
Zuletzt geändert von Imperator Palpatine am 10.12.2020 20:21, insgesamt 1-mal geändert.
- Spiritflare82
- Beiträge: 2564
- Registriert: 26.08.2015 04:08
- Persönliche Nachricht:
Re: Cyberpunk 2077 - Test
Solche Spiele sind keine 8 Jahre in aktiver Entwicklung, das sind Jahre an Vorbereitung, Planung, Assetsbeschaffung/herstellung und co. das eigentliche zusammenbauen ist meist 3 Jahre lang.Mimose hat geschrieben: ↑10.12.2020 18:22 Kicher, da wäre ich ja mit meiner 4er Slim absolut aussen vor. Als Zweitkonsole box series x zwar ab nächstjährigen Patch sicher spielbar, jedoch eigentlich kein Bock, bei all diesem hin und her, rauf und runter. Sie hatten seit 2012 massig Zeit, sich only auf die damals aktuelle 4er/One zu konzentrieren. Keine Ahnung, warum das selbst nach 8 Jahren nicht klappte.
glaubt man dem reddit poster von vor ein paar Wochen ging CP2077 erst Anfang 2018 in die eigentliche Produktion. würde zum Zustand des Spiels passen. der Typ meinte auch das bräuchte locker noch 6-12Monate im Ofen bevor es fertig und gut spielbar ist.
Re: Cyberpunk 2077 - Test
Umso unverständlicher wäre die entscheidung noch die alten konsolen zu bedienen.Spiritflare82 hat geschrieben: ↑10.12.2020 20:23
glaubt man dem reddit poster von vor ein paar Wochen ging CP2077 erst Anfang 2018 in die eigentliche Produktion. würde zum Zustand des Spiels passen. der Typ meinte auch das bräuchte locker noch 6-12Monate im Ofen bevor es fertig und gut spielbar ist.
Bin gespannt ob sie stabile 30 fps für ps4 und one mit patches überhaupt hinbekommen. Kommt wahrscheinlich auch auf den Druck an der von der Käuferschaft kommt.
"Bei uns gibt es ein Sprichwort: Wenn ein Problem gelöst werden kann, ist es sinnlos sich darüber Gedanken zu machen. Wenn es nicht gelöst werden kann, ist denken auch nicht gut."
Re: Cyberpunk 2077 - Test
Spielzeit 3 Stunden und 24 Minuten - Level 3 - System Xbox Series X
so ich habe heute mal keinen Hauptauftrag angenommen, sondern ein paar Nebenmissionen erledigt und in dieser Stadt regiert echt der Wahnsinn.
Zum Schluss noch etwas über den technischen Zustand der Series X Fassung, die läuft einfach wunderbar ich habe bis auf einen Freeze keinerlei Probleme und die Bevölkerungsdichte ist beachtlich.
Man sollte stets im Hinterkopf behalten das diese Version nicht optimiert ist und dennoch sehr flüssig läuft, offenbar lag die Priorität auf PC und Next Gen Konsole
so ich habe heute mal keinen Hauptauftrag angenommen, sondern ein paar Nebenmissionen erledigt und in dieser Stadt regiert echt der Wahnsinn.
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ein Auftraggeber wollte das ich einen Psycho Tech lebend fange, das sind Typen die wirklich nicht mehr klar denken können, erinnerte mich irgendwie an Krieg aus Borderlands. Auf jeden Fall ins Hafenviertel gefahren und den Kerl erst mit Blei vollgepumpt und zum Schluss mit den Fäusen ins Land der Träume geschickt
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ein Kerl stand ohne Hose und schreiend mitten auf der Straße, er hat sich das falsche Penisimplantat zugelegt, Gott war das lustig und die Sprüche von meinen weiblichen V einfach herrlich
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die Polizei ist nicht nur korrupt, sondern auch schlichtweg faul den Abschaum aus der Stadt zu jagen. In einer ziemlich heruntergekommenden Gegend haben sich irgendwelche Junkies eingenistet, also mit der Schrotflinte im Anschlag das Pack erledigt höhö
Man sollte stets im Hinterkopf behalten das diese Version nicht optimiert ist und dennoch sehr flüssig läuft, offenbar lag die Priorität auf PC und Next Gen Konsole
Zuletzt geändert von Swar am 10.12.2020 20:35, insgesamt 2-mal geändert.
Früher war ich Raubmordkopierer, jetzt bin ich Raubmordgebrauchtkäufer!
Re: Cyberpunk 2077 - Test
Warum gibts denn jetzt Wertungen zur alten Konsolengeneration, aber zur neuen noch nicht?
"Das 20. Jahrhundert war durch drei Entwicklungen von großer politischer Bedeutung gekennzeichnet:
Das Wachstum der Demokratie, das Wachstum der Unternehmensmacht und das Wachstum der Unternehmenspropaganda als Mittel zum Schutz der Unternehmensmacht vor der Demokratie."
Alex Carey
Das Wachstum der Demokratie, das Wachstum der Unternehmensmacht und das Wachstum der Unternehmenspropaganda als Mittel zum Schutz der Unternehmensmacht vor der Demokratie."
Alex Carey
- Ploksitural
- Beiträge: 503
- Registriert: 23.04.2016 19:53
- Persönliche Nachricht:
- PlayerDeluxe
- Beiträge: 1086
- Registriert: 01.12.2014 12:49
- Persönliche Nachricht:
Re: Cyberpunk 2077 - Test
PS5- und XBSX-Versionen werden getestet, wenn der (kostenlose) Upgrade-Patch im kommenden Jahr draußen ist.