Page 2 of 11 FirstFirst 1234 ... LastLast
Results 11 to 20 of 105

Thread: DirectInput virtual gamepad (version 0.4f)

  1. #11

    Re: DirectInput virtual gamepad (version 0.4c)

    Sir, you made my day. Thank you very much.

  2. #12

    Re: DirectInput virtual gamepad (version 0.4c)

    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.

  3. #13
    Member
    Join Date
    Jul 2011
    Location
    Germany
    Posts
    85

    Re: DirectInput virtual gamepad (version 0.4c)

    Quote Originally Posted by bluesaberist
    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?

    I may take a look at the PPJoy sourcecode (it got GPL'd) and try to fix this bug... If I can. No promises.

  4. #14

    Re: DirectInput virtual gamepad (version 0.4c)

    Every joystick I add through ppjoy comes up in the game controllers manager as a parallel port joystick
    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.

    On top of that, the Hydra still controls the axi and buttons in controller properties, but it doesn't work ingame.
    That you can control axis in controler propertys while they are 'parallel port joystick' sounds strange, that didn't work at all for me.

    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.

  5. #15
    Member
    Join Date
    Jul 2011
    Location
    Germany
    Posts
    85

    Re: DirectInput virtual gamepad (version 0.4c)

    Quote Originally Posted by Opadong
    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.

  6. #16

    Re: DirectInput virtual gamepad (version 0.4c)

    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.

  7. #17
    Member
    Join Date
    Jul 2011
    Location
    Germany
    Posts
    85

    Re: DirectInput virtual gamepad (version 0.4c)

    Quote Originally Posted by Opadong
    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.
    Then why not simply put the triggers on different axes?

    Quote Originally Posted by Opadong
    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.
    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.

    So long,
    Mr. Wonko

  8. #18

    Re: DirectInput virtual gamepad (version 0.4c)

    Then why not simply put the triggers on different axes?
    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.

    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.
    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.

    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.

  9. #19
    Member
    Join Date
    Jul 2011
    Location
    Germany
    Posts
    85

    Re: DirectInput virtual gamepad (version 0.4c)

    Quote Originally Posted by Opadong
    Then why not simply put the triggers on different axes?
    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.
    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.

    Quote Originally Posted by Opadong
    But i don't know if then 1 axis stays useable for both triggers, propably not.
    Correct. But that's not how the XBox 360 gamepad does it either - at least in XInput. Read below.

    Quote Originally Posted by Opadong
    The way they are right now they act exactly like they do on a real xb360, at least in controler propertys.
    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.

  10. #20

    Re: DirectInput virtual gamepad (version 0.4c)

    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. :?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •