Problem 360 Controller /w erratic look
by Cornell Cook · in Hardware Issues · 04/05/2007 (9:46 pm) · 19 replies
Ok been playing with the code for awhile now trying about every code on the forums, did find one exact problem but the person never wrote the resource for it. Driving me crazy trying to get right analog stick to look around, its not smooth like you would find in a FPS game just jerks around no matter what I set variables too. Also when I release the analog stick it executes the mvyaw and/or mvpitch command a 2nd time. Can someone please help me with this matter with getting the right analog to behave like the left one where I have it mapped to move toon in all directions. and yes I calibrated in controll panel hehe.
Thanks for your time.
---------------------------------------------------------------------------------------------------------------------------------
function joyyaw(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvYaw = %val * $pref::Input::Sensitivity;
}
else
{
$mvYaw = 0;
}
}
function joypitch(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
if($pref::Input::InvertMouse)
{
$mvPitch = (- %val) * $pref::Input::Sensitivity;
}
else
{
$mvPitch = %val * $pref::Input::Sensitivity;
}
}
else
{
$mvPitch = 0;
}
}
Thanks for your time.
---------------------------------------------------------------------------------------------------------------------------------
function joyyaw(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvYaw = %val * $pref::Input::Sensitivity;
}
else
{
$mvYaw = 0;
}
}
function joypitch(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
if($pref::Input::InvertMouse)
{
$mvPitch = (- %val) * $pref::Input::Sensitivity;
}
else
{
$mvPitch = %val * $pref::Input::Sensitivity;
}
}
else
{
$mvPitch = 0;
}
}
#2
06/08/2007 (8:33 pm)
Still need help with this? If so what engine/version.
#3
06/26/2007 (8:18 pm)
Decided to check on my old posts and saw a update for this thread. Yeah I still need help with this was not able to find a fix for it. Using TSE and the latest version if you can help me find a way to smooth out the yaw and pitch would appreciate it. Thanks for your time.
#4
function joyyaw(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvYawLeftSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvYawLeftSpeed = 0;
}
}
function joypitch(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvPitchUpSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvPitchUpSpeed = 0;
}
}
This slowed down the movement to what I wanted. If you want a different speed just change the 8 higher for a slower speed and lower for a faster speed. Let me know if this works for you.
06/26/2007 (9:26 pm)
I had the same problem. What I did to fix it was instead of using $mvPitch and $mvYaw I used $mvPitchUpSpeed and $mvYawLeftSpeed from functions listed toward the top of defaultbinds.cs, and set my $pref::Input::Sensitivity to 1 in prefs.cs. This took care of the erractic movement and made it pretty fluid. But there still was one problem it was way to fast for me, so I added / 8 after $pref::Input::Sensitivity so it now looks like thisfunction joyyaw(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvYawLeftSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvYawLeftSpeed = 0;
}
}
function joypitch(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvPitchUpSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvPitchUpSpeed = 0;
}
}
This slowed down the movement to what I wanted. If you want a different speed just change the 8 higher for a slower speed and lower for a faster speed. Let me know if this works for you.
#5
06/26/2007 (9:28 pm)
Oh, almost forgot my deadzone is $pref::Input::Deadzone = 0.2;
#6
Tho its alittle bit better still getting the double turn action going on when I push the stick and then it turns again when I release it instead of staying at current view angle. Theres has to be a way to get the player to turn around like you would find in any console game and it's prolly something simple. This is using my Xbox360 win controller,PS2, and/or Logitec.
and my bind keys just for good measures.
moveMap.bind(joystick, "xaxis", joymovex);
moveMap.bind(joystick, "yaxis", joymovey);
moveMap.bind(joystick, "rxaxis", joyyaw);
movemap.bind(joystick, "ryaxis", joypitch);
moveMap.bind(joystick, "button0", jump);
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, s, movebackward );
06/27/2007 (4:29 am)
Ok tried your piece of code, it turns alot slower now which is good. Its still not somewhat continuous(ie. it'll turn for a little bit then the player model just stops instead of just spinning around until I release the analog stick).Tho its alittle bit better still getting the double turn action going on when I push the stick and then it turns again when I release it instead of staying at current view angle. Theres has to be a way to get the player to turn around like you would find in any console game and it's prolly something simple. This is using my Xbox360 win controller,PS2, and/or Logitec.
and my bind keys just for good measures.
moveMap.bind(joystick, "xaxis", joymovex);
moveMap.bind(joystick, "yaxis", joymovey);
moveMap.bind(joystick, "rxaxis", joyyaw);
movemap.bind(joystick, "ryaxis", joypitch);
moveMap.bind(joystick, "button0", jump);
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, s, movebackward );
#7
T.
06/27/2007 (7:34 am)
Assuming that you have the XInput resource installed (which you likely need to get proper use out of a 360 controller), here are my binds that worked perfectly for us in two games. There's also a couple of prefs for sensitivity, inverting look (inverts up/down), and inverting the right stick axes. The invert right stick pref was specifically for a ps2 controller which has left/right and up/down the wrong way round. I think that was just a copy/paste thing since it's not relevant for 360 controllers.function XI_yaw(%val, %fromInvert)
{
if($Pref::Input::InvertRightStick && ! %fromInvert)
{
XI_pitch(%val, true);
return;
}
if (%val < -$Pref::Input::DeadZone || %val > $Pref::Input::DeadZone)
{
$mvYawLeftSpeed = %val * $Pref::Input::YawSensitivity;
}
else
$mvYawLeftSpeed = 0;
}
function XI_pitch(%val, %fromInvert)
{
if($Pref::Input::InvertRightStick && ! %fromInvert)
{
XI_yaw(%val, true);
return;
}
if (%val < -$Pref::Input::DeadZone || %val > $Pref::Input::DeadZone)
{
if($pref::Input::InvertLook)
%factor = 1;
else
%factor = -1;
$mvPitchUpSpeed = -(%val * %factor * $Pref::Input::PitchSensitivity);
}
else
$mvPitchUpSpeed = 0;
}
function XI_turn(%val)
{
if (%val < -$Pref::Input::DeadZone || %val > $Pref::Input::DeadZone)
{
$mvLeftAction = -(%val * $Pref::Input::XSensitivity);
}
else
{
if (!$keyLeft)
{
$mvLeftAction = 0;
}
if (!$keyRight)
{
$mvRightAction = 0;
}
}
}
function XI_throttle(%val)
{
if (%val < -$Pref::Input::DeadZone || %val > $Pref::Input::DeadZone)
{
$mvForwardAction = (%val * $Pref::Input::YSensitivity);
}
else
{
if (!$keyForward)
{
$mvForwardAction = 0;
}
if (!$keyBackward)
{
$mvBackwardAction = 0;
}
}
}
moveMap.bind("xinput0", "thumblx", XI_turn);
moveMap.bind("xinput0", "thumbly", XI_throttle);
moveMap.bind("xinput0", "thumbrx", XI_yaw);
moveMap.bind("xinput0", "thumbry", XI_pitch);T.
#8
06/27/2007 (10:53 am)
Let me look again, cause I had the problem where it only turned a little then stopped and turned again when released and I fixed that. Just need to remember how.
#9
06/27/2007 (10:56 am)
Any chance you could post your whole defaultbinds.cs for me to compare to mine. I think I know the solution.
#10
06/27/2007 (11:37 am)
One more question, are you using the Advanced Camera resource?
#11
I don't have the advanced camera resource intergrated I will check into it. The movement behave the same in 1st and 3rd person modes. The Yaw and Pitch now reflect Nicholas code as of this morning, I have a backup of my code somewhere but it does the exact thing cept its super fast and thats on home pc harddrives somewhere.
The $Pref::Input::PitchSensitivity and $Pref::Input::YawSensitivity; is this part of the torque source or external resource? Don't remember seeing these variables anywhere(learning programmer) will have to try them when I get home today.
This mostly all the changes I made everything else is the default setting.
//SETUP
$enableDirectInput = "1";
activateDirectInput();
enableJoystick();
//----------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Movement Keys
//------------------------------------------------------------------------------
$movementSpeed = 1; // m/s
function setSpeed(%speed)
{
if(%speed)
$movementSpeed = %speed;
}
function moveleft(%val)
{
$mvLeftAction = %val;
}
function moveright(%val)
{
$mvRightAction = %val;
}
function moveforward(%val)
{
$mvForwardAction = %val;
}
function movebackward(%val)
{
$mvBackwardAction = %val;
}
function moveup(%val)
{
$mvUpAction = %val;
}
function movedown(%val)
{
$mvDownAction = %val;
}
function turnLeft( %val )
{
$mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function turnRight( %val )
{
$mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panUp( %val )
{
$mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panDown( %val )
{
$mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function getMouseAdjustAmount(%val)
{
// based on a default camera fov of 90'
return(%val * ($cameraFov / 90) * 0.02);
}
function yaw(%val)
{
$mvYaw += getMouseAdjustAmount(%val);
}
function pitch(%val)
{
if($pref::Input::InvertMouse)
{
$mvPitch -= getMouseAdjustAmount(%val);
}
else
{
$mvPitch += getMouseAdjustAmount(%val);
}
}
function jump(%val)
{
$mvTriggerCount2++;
}
function joyyaw(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvYawLeftSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvYawLeftSpeed = 0;
}
}
function joypitch(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvPitchUpSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvPitchUpSpeed = 0;
}
}
function joymovex(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvRightAction = %val * $pref::Input::Sensitivity;
}
else
{
$mvRightAction = 0;
}
}
function joymovey(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvBackwardAction = %val * $pref::Input::Sensitivity;
}
else
{
$mvBackwardAction = 0;
}
}
moveMap.bind(joystick, "xaxis", joymovex);
moveMap.bind(joystick, "yaxis", joymovey);
moveMap.bind(joystick, "rxaxis", joyyaw);
movemap.bind(joystick, "ryaxis", joypitch);
moveMap.bind(joystick, "button0", jump);
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, s, movebackward );
//moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );
06/27/2007 (12:35 pm)
The movement performed the same with and without the Xinput resource Laptop has it and my Home one doesn't. Really only thing that standed out was the achievement icon popping up in the screen when you hit the xbox button. Still cant get the Dpad to play together either but thats another story.I don't have the advanced camera resource intergrated I will check into it. The movement behave the same in 1st and 3rd person modes. The Yaw and Pitch now reflect Nicholas code as of this morning, I have a backup of my code somewhere but it does the exact thing cept its super fast and thats on home pc harddrives somewhere.
The $Pref::Input::PitchSensitivity and $Pref::Input::YawSensitivity; is this part of the torque source or external resource? Don't remember seeing these variables anywhere(learning programmer) will have to try them when I get home today.
This mostly all the changes I made everything else is the default setting.
//SETUP
$enableDirectInput = "1";
activateDirectInput();
enableJoystick();
//----------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Movement Keys
//------------------------------------------------------------------------------
$movementSpeed = 1; // m/s
function setSpeed(%speed)
{
if(%speed)
$movementSpeed = %speed;
}
function moveleft(%val)
{
$mvLeftAction = %val;
}
function moveright(%val)
{
$mvRightAction = %val;
}
function moveforward(%val)
{
$mvForwardAction = %val;
}
function movebackward(%val)
{
$mvBackwardAction = %val;
}
function moveup(%val)
{
$mvUpAction = %val;
}
function movedown(%val)
{
$mvDownAction = %val;
}
function turnLeft( %val )
{
$mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function turnRight( %val )
{
$mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panUp( %val )
{
$mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panDown( %val )
{
$mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function getMouseAdjustAmount(%val)
{
// based on a default camera fov of 90'
return(%val * ($cameraFov / 90) * 0.02);
}
function yaw(%val)
{
$mvYaw += getMouseAdjustAmount(%val);
}
function pitch(%val)
{
if($pref::Input::InvertMouse)
{
$mvPitch -= getMouseAdjustAmount(%val);
}
else
{
$mvPitch += getMouseAdjustAmount(%val);
}
}
function jump(%val)
{
$mvTriggerCount2++;
}
function joyyaw(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvYawLeftSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvYawLeftSpeed = 0;
}
}
function joypitch(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvPitchUpSpeed = %val * $pref::Input::Sensitivity / 8;
}
else
{
$mvPitchUpSpeed = 0;
}
}
function joymovex(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvRightAction = %val * $pref::Input::Sensitivity;
}
else
{
$mvRightAction = 0;
}
}
function joymovey(%val)
{
if ($pref::Input::Deadzone < %val | - $pref::Input::Deadzone > %val)
{
$mvBackwardAction = %val * $pref::Input::Sensitivity;
}
else
{
$mvBackwardAction = 0;
}
}
moveMap.bind(joystick, "xaxis", joymovex);
moveMap.bind(joystick, "yaxis", joymovey);
moveMap.bind(joystick, "rxaxis", joyyaw);
movemap.bind(joystick, "ryaxis", joypitch);
moveMap.bind(joystick, "button0", jump);
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, s, movebackward );
//moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );
#12
Neither, I added them. Set them between 0.0 and 1.0 to make things move slower, and greater then 1.0 to make them move faster. I don't remember what I have them set to, but I suspect it's somewhere between 0.7 an 1.0.
T.
06/27/2007 (12:44 pm)
Quote:The $Pref::Input::PitchSensitivity and $Pref::Input::YawSensitivity; is this part of the torque source or external resource? Don't remember seeing these variables anywhere(learning programmer) will have to try them when I get home today.
Neither, I added them. Set them between 0.0 and 1.0 to make things move slower, and greater then 1.0 to make them move faster. I don't remember what I have them set to, but I suspect it's somewhere between 0.7 an 1.0.
T.
#13
I think what may help you is Adding multiple key binds from this thread. Not sure if you did this but it could be the problem, because if the mouse or camera is still bound to that function the controller may be acting like them insted of continuous movement.
http://www.garagegames.com/mg/forums/result.thread.php?qt=2272
At the end is a link to the new resource but all I used was the first page.
I also split the controller function from the rest like this
function xbox360bind ()
{
//SETUP
$enableDirectInput = "1";
activateDirectInput();
enableJoystick();
enableXInput();
//BUTTONS
moveMap.bind(joystick, button0, mouseFire); // A-button
moveMap.bindCmd(joystick, "button1", "echo(\"Pressed B\");", ""); // B-button
moveMap.bind(joystick, button2, jump); //X-button
moveMap.bindCmd(joystick, "button3", "echo(\"Pressed Y\");", ""); // Y-button
moveMap.bindCmd(joystick, "button4", "echo(\"Pressed LB-trigger\");", ""); //LB-trigger
moveMap.bindCmd(joystick, "button5", "echo(\"Pressed RB-trigger\");", ""); //RB-trigger
moveMap.bind(joystick, button6, toggleConsole); //Back-button
moveMap.bind(joystick, button7, bringUpOptions); //Start-button
moveMap.bindCmd(joystick, "button8", "echo(\"Pressed L-ANALOG\");", ""); //L-Analog pressed
moveMap.bindCmd(joystick, "button9", "echo(\"Pressed R-ANALOG\");", ""); //R-Analog pressed
// ANALOG
moveMap.bind(joystick, xaxis, joyyaw);
moveMap.bind(joystick, yaxis, joymovey);
moveMap.bind(joystick, rxaxis, joymovex);
moveMap.bind(joystick, ryaxis, joypitch);
moveMap.bindCmd(joystick, "zaxis", "echo(\"Pressed \");", "");
// D-PAD
// Press are release
moveMap.bindCmd( joystick, "upov", "echo(\"Pressed DPOV\");", ""); //UPOV
moveMap.bindCmd( joystick, "dpov", "echo(\"Pressed DPOV\");", "" ); //DPOV
moveMap.bindCmd( joystick, "lpov", "echo(\"Pressed LPOV\");", "" ); //LPOV
moveMap.bindCmd( joystick, "rpov", "echo(\"Pressed RPOV\");", "" ); //RPOV
// Press before releasing of previous pov
moveMap.bindCmd( joystick, "upov2", "echo(\"Pressed UPOV2\");", "" ); //UPOV2
moveMap.bindCmd( joystick, "dpov2", "echo(\"Pressed DPOV2\");", "" ); //DPOV2
moveMap.bindCmd( joystick, "lpov2", "echo(\"Pressed LPOV2\");", "" ); //LPOV2
moveMap.bindCmd( joystick, "rpov2", "echo(\"Pressed RPOV2\");", "" ); //RPOV2
}
Once in the game open the console type: xbox360bind();
(note: Pretty sure the keys are different for PS2 style controllers)
oh, and my d-pad doesn't work either. That is my next goal.
06/27/2007 (3:36 pm)
The reason I asked about the Advaced camera system is that I put it in to test and get that same choppy look your describing and haven't fixed that yet.I think what may help you is Adding multiple key binds from this thread. Not sure if you did this but it could be the problem, because if the mouse or camera is still bound to that function the controller may be acting like them insted of continuous movement.
http://www.garagegames.com/mg/forums/result.thread.php?qt=2272
At the end is a link to the new resource but all I used was the first page.
I also split the controller function from the rest like this
function xbox360bind ()
{
//SETUP
$enableDirectInput = "1";
activateDirectInput();
enableJoystick();
enableXInput();
//BUTTONS
moveMap.bind(joystick, button0, mouseFire); // A-button
moveMap.bindCmd(joystick, "button1", "echo(\"Pressed B\");", ""); // B-button
moveMap.bind(joystick, button2, jump); //X-button
moveMap.bindCmd(joystick, "button3", "echo(\"Pressed Y\");", ""); // Y-button
moveMap.bindCmd(joystick, "button4", "echo(\"Pressed LB-trigger\");", ""); //LB-trigger
moveMap.bindCmd(joystick, "button5", "echo(\"Pressed RB-trigger\");", ""); //RB-trigger
moveMap.bind(joystick, button6, toggleConsole); //Back-button
moveMap.bind(joystick, button7, bringUpOptions); //Start-button
moveMap.bindCmd(joystick, "button8", "echo(\"Pressed L-ANALOG\");", ""); //L-Analog pressed
moveMap.bindCmd(joystick, "button9", "echo(\"Pressed R-ANALOG\");", ""); //R-Analog pressed
// ANALOG
moveMap.bind(joystick, xaxis, joyyaw);
moveMap.bind(joystick, yaxis, joymovey);
moveMap.bind(joystick, rxaxis, joymovex);
moveMap.bind(joystick, ryaxis, joypitch);
moveMap.bindCmd(joystick, "zaxis", "echo(\"Pressed \");", "");
// D-PAD
// Press are release
moveMap.bindCmd( joystick, "upov", "echo(\"Pressed DPOV\");", ""); //UPOV
moveMap.bindCmd( joystick, "dpov", "echo(\"Pressed DPOV\");", "" ); //DPOV
moveMap.bindCmd( joystick, "lpov", "echo(\"Pressed LPOV\");", "" ); //LPOV
moveMap.bindCmd( joystick, "rpov", "echo(\"Pressed RPOV\");", "" ); //RPOV
// Press before releasing of previous pov
moveMap.bindCmd( joystick, "upov2", "echo(\"Pressed UPOV2\");", "" ); //UPOV2
moveMap.bindCmd( joystick, "dpov2", "echo(\"Pressed DPOV2\");", "" ); //DPOV2
moveMap.bindCmd( joystick, "lpov2", "echo(\"Pressed LPOV2\");", "" ); //LPOV2
moveMap.bindCmd( joystick, "rpov2", "echo(\"Pressed RPOV2\");", "" ); //RPOV2
}
Once in the game open the console type: xbox360bind();
(note: Pretty sure the keys are different for PS2 style controllers)
oh, and my d-pad doesn't work either. That is my next goal.
#14
Booted up Torsion and hit the debug and had the yaw/pitch code from Tom game loaded with no errors and the controls were unresponsive (might just be issue with how buttons are mapped). So I threw in Nic's code and boom it worked perfectly. Haha so I throw back in my old code course had to clean it up some reason had double entrys' and the yaw/pitch wouldn't work. /shrug
The controller doesn't light up like it does on laptop but I think thats the xp drivers for it. Vista comes with it prebuilt but apparently looks like it half ass attempt, not getting the achievement block either. So i'm pretty stomped on why it's working now other than not running on an older version(october I believe it was) of the SDK?
So now just did a fresh install of TSE without the xinput resource and recompiling the engine, added everything working like it supposed to. So going to chalk it up as crummy SDK and some minor bad programming on my part. :)
I thank you guys a lot for helping me out with this issue(i'll put a shout out of you guys in our game demo), and taking the time out for me. Now if you know how to get the Dpad to behave that be cool also.
06/27/2007 (5:47 pm)
OK guys this is wierd, got home had to installed visual express, SDK, and platformSDK, and the xinput resource (just in case it wasn't there, this is my custom built Vista machine reason why none of the previous stuff was installed). Recompiled and came up with some fails mostly dealing with debug, i'll fix that later.Booted up Torsion and hit the debug and had the yaw/pitch code from Tom game loaded with no errors and the controls were unresponsive (might just be issue with how buttons are mapped). So I threw in Nic's code and boom it worked perfectly. Haha so I throw back in my old code course had to clean it up some reason had double entrys' and the yaw/pitch wouldn't work. /shrug
The controller doesn't light up like it does on laptop but I think thats the xp drivers for it. Vista comes with it prebuilt but apparently looks like it half ass attempt, not getting the achievement block either. So i'm pretty stomped on why it's working now other than not running on an older version(october I believe it was) of the SDK?
So now just did a fresh install of TSE without the xinput resource and recompiling the engine, added everything working like it supposed to. So going to chalk it up as crummy SDK and some minor bad programming on my part. :)
I thank you guys a lot for helping me out with this issue(i'll put a shout out of you guys in our game demo), and taking the time out for me. Now if you know how to get the Dpad to behave that be cool also.
#15
You probably didnt set the sensitivity prefs to something greater then zero. Setting them to zero would mean that all input is essentially zeroed out.
Edit: Not setting them at all is equivalent to setting them to zero as far as the multiplication is concerned.
T.
06/27/2007 (5:56 pm)
Quote:Booted up Torsion and hit the debug and had the yaw/pitch code from Tom game loaded with no errors and the controls were unresponsive (might just be issue with how buttons are mapped).
You probably didnt set the sensitivity prefs to something greater then zero. Setting them to zero would mean that all input is essentially zeroed out.
Edit: Not setting them at all is equivalent to setting them to zero as far as the multiplication is concerned.
T.
#16
Hehe whoops I did forget to add those 2 setting in pref so yeah that would cause the problem.
Double Edit:
Tried the new code from you guys on laptop and it also worked on it, so not the SDK its my bad programming hehe. There is a issue tho..with Nic's code my test run demo runs extremely slow could be anything causing that and prolly needs a clean build also.
06/27/2007 (6:09 pm)
*EDIT:Hehe whoops I did forget to add those 2 setting in pref so yeah that would cause the problem.
Double Edit:
Tried the new code from you guys on laptop and it also worked on it, so not the SDK its my bad programming hehe. There is a issue tho..with Nic's code my test run demo runs extremely slow could be anything causing that and prolly needs a clean build also.
#17
06/27/2007 (7:14 pm)
Ok now got a new problem put in the Xinput code, recompile and tried to use your code Tom and the Xinput device is not turning on in the debug box. I put in the enableXInput(); switch also. If it is on not seeing those button controls, Even swapping the out with the ones on the chart here www.garagegames.com isn't working either.
#18
T.
06/27/2007 (7:26 pm)
Did you delete all config.cs files ? If not, you need to do so after updating default.bind.cs.T.
#19
06/27/2007 (8:07 pm)
*edit nevermind got it working the new pref varibles didn't save the first time around, put them in again and it worked.
Torque Owner Cornell Cook