Sir, you made my day. Thank you very much.
Sir, you made my day. Thank you very much.
Sorry for the double post, but this needed tagged as new.
Every joystick I add through ppjoy comes up in the game controllers manager as a parallel port joystick. On top of that, the Hydra still controls the axi and buttons in controller properties, but it doesn't work ingame.
Not good... If you have a parallel port, did you make sure to select "virtual joystick" instead of LPT 1?Originally Posted by bluesaberist
I may take a look at the PPJoy sourcecode (it got GPL'd) and try to fix this bug... If I can. No promises.
I had that issue too, i had to remove the joysticks and create them again through ppjoy setup until i had finaly all 4 set up as 'pp joy virtual joystick' 1-4. Worked for some on 2nd try for one i had to do it a third time. I have no parallel port on my pc though.Every joystick I add through ppjoy comes up in the game controllers manager as a parallel port joystick
That you can control axis in controler propertys while they are 'parallel port joystick' sounds strange, that didn't work at all for me.On top of that, the Hydra still controls the axi and buttons in controller properties, but it doesn't work ingame.
If the axis work in the propertys but not in game, its most likely a game that only supports xb360 controllers but not regular joysticks.
I'm currently working on a modified xinput.dll that converts the ppjoy DirectInput to xinput (what xb360 uses) to make it useable for this kind of games. It's already working well, only haven't figured out yet how to set it up correctly for the shared 1 axis triggers. If someone got a hint i'd appreciate it.
Well, in XInput it's not actually shared, instead both analog triggers' values can be read separately. What you need to do depends on the wrapper you're using though.Originally Posted by Opadong
So far i'm trying with different versions of Vibmod and XinputEmu/360Emulator
They all work the way to give you a modified Xinput1_3.dll that you can set up through an .ini file.
Seems to be a known issue, most directinput gamepads seem to use a separate axis for each trigger or the like, so the emulation only expects it to be that way.
So far i haven't found one that was capable of addressing the triggers correctly, most the times they akt like permanently pressed or become only unpressed if i hold them down.
Then why not simply put the triggers on different axes?Originally Posted by Opadong
This could be because I have each axis in the middle position and move it from there, but the XInput Wrapper may expect it to be at its minimum.Originally Posted by Opadong
I guess I could add a checkbox to make triggers use the whole axis.
So long,
Mr. Wonko
It's within the things i'm trying to do currently, i put the slider axis and the dial axis on the triggers but then they won't do anything in the emulation. Maybe the emulation can't use every axis that is used in ppjoy i don't know.Then why not simply put the triggers on different axes?
That could eventualy solve the issue, in GTA4 for example its like both triggers are always halfway pressed. It's like giving some gas and holding the brake same time, you can accelerate even more making the rear wheels turn through but you can't get the brakes to release.This could be because I have each axis in the middle position and move it from there, but the XInput Wrapper may expect it to be at its minimum.
I guess I could add a checkbox to make triggers use the whole axis.
But i don't know if then 1 axis stays useable for both triggers, propably not. The way they are right now they act exactly like they do on a real xb360, at least in controler propertys. What makes me believe the emulation is messing things up.
Edit: normaly it should work out then, the emulation uses up to 6 axis what -should- be enough. 2 axis for each analog stick + 1 axis on each trigger. Just have to get it to use those 6.
Isn't there an "s-" Prefix if you want to use sliders in the XInput emulator you're using? Try using s-1 and s-2 for Slider and Dial, maybe that'll work.Originally Posted by Opadong
Correct. But that's not how the XBox 360 gamepad does it either - at least in XInput. Read below.Originally Posted by Opadong
No, well, yes. The Controller Properties use DirectInput. One of the drawbacks of addressing the XBox 360 Controller via DirectInput is that both triggers share an axis while in XInput they are separate. (The other drawback being the lack of force feedback.) That's why there are DirectInput Emulators for the XBox 360 gamepad (like XBCD) that allow you to put the sliders on different axes and enable Force Feedback.Originally Posted by Opadong
Looks like i can get it to accept axis 3 and axis 6 (whysoever) on the triggers if i use the slider prefix. But i still would need the axis to be on 0 position while released to work correctly. Currently while released axis 3 is on 127 and axis 6 on 187(?) what would again result in the 'half-pressed' issue. :?