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[REL|ASI|SA] GInput

262 replies to this topic
jochuan
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#241

Posted 4 weeks ago

yes i 

 

 

can someone explain why it is not working for me

 

 

i use this joypad and always crash when i open the game

N_635041548017363290_621322_1.jpg

Are you sure you have installed the mod correctly? Read and reread the Readme.txt and PlayStation\Readme.txt 

GInput.asi and GInput.ini go in your game folder. The contents of the PlayStation folder also go in your game folder. 

If you don't copy the contents of one of those folders, the game will freeze when you launch it.

 

yes i installed correctly


zer0blivion
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#242

Posted 4 weeks ago

yes i installed correctly

 

One or more of your other mods are probably conflicting. Reinstall the game fresh and add the mods one by one. 


jochuan
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#243

Posted 4 weeks ago

 

yes i installed correctly

 

One or more of your other mods are probably conflicting. Reinstall the game fresh and add the mods one by one. 

 

i made this before but still didn't work


zer0blivion
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#244

Posted 4 weeks ago

 

 

yes i installed correctly

 

One or more of your other mods are probably conflicting. Reinstall the game fresh and add the mods one by one. 

 

i made this before but still didn't work

 

Then I'm sorry, I don't think I can help you.


format c:
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#245

Posted 4 weeks ago

well, FINALLY jochuan got banned

 

/thread

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darthvader20011
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#246

Posted 4 weeks ago

-claps and beer drinking-

I am waiting to get an XBox Controller to play this mod :)

inadequate
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#247

Posted 4 weeks ago

^

You don't need wait, if you have a generic controller, works perfectly with it: http://gtaforums.com...entry1066491118

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WDeranged
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#248

Posted 4 weeks ago Edited by WDeranged, 4 weeks ago.

Thanks for this mod, playing with my wireless 360 pad on my TV is mind blowingly cool.  My only issue is with the use of the analog trigger for acceleration on pushbikes, it's physically impossible to pedal fast without holding the pad in one hand and rapidly slapping the trigger with the other.

 

I've briefly looked at the ini file, is it possible to swap the trigger for a face button?


Silent
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#249

Posted 4 weeks ago

With Deji's GInput, there is apparently no way to have triggers analog.

WDeranged
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#250

Posted 4 weeks ago

With Deji's GInput, there is apparently no way to have triggers analog.

 

I can live with that, it's just the rapid tapping you need to do for pushbikes really doesn't suit triggers.


Blackbird88
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#251

Posted 4 weeks ago

Every day this thread makes me think Silent released GInput for SA, but then I realize it has no III/VC in title :D

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SilverRST
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#252

Posted 2 weeks ago Edited by SilverRST, 2 weeks ago.

-nvm-


Silent
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#253

Posted 2 weeks ago

You're probably copying x360cemu files... don't.
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pawel86ck
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#254

Posted A week ago Edited by pawel86ck, A week ago.

GInput works only with original "exe" 1.0 on my PC, but with update it crashes the game on the start and thats probably why it also crashes STEAM version (right now most people can buy only steam version so that mod will never work for them)

 

-I'm using 360 controler, and xbox ONE version, both work, but triggers arnt working in analog mode

-I love thumbstick sensitiveness in GInput for san andreas, it makes car driving fun and easy (exactly as ps2 version). In comparison to that Ginput for VC and GTA3 has very high sensitiveness, and game was much harder to play


Silent
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#255

Posted A week ago Edited by Silent, A week ago.

-I love thumbstick sensitiveness in GInput for san andreas, it makes car driving fun and easy (exactly as ps2 version). In comparison to that Ginput for VC and GTA3 has very high sensitiveness, and game was much harder to play


Is that really the case? I have used recommended deadzone values fro a x360 pad, even a bit smaller than that. The sensitivity should be just fine, I guess.

Might be bacause Deji is not smoothing the input around deadzones (so doesn't PS2 SA) so his deadzones look like this

precision-problem.jpg
(except they are axial, not radial)

whereas mine are
scaled-radial-deadzone.jpg
(except axial too)
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pawel86ck
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#256

Posted A week ago Edited by pawel86ck, A week ago.

Is that really the case? I have used recommended deadzone values fro a x360 pad, even a bit smaller than that. The sensitivity should be just fine, I guess.

I dont know where's the problem but San Andreas Ginput thumbsticks works correctly. With 10% thumbstick force cars will turn very little, exactly as they should (it's easier to drive at high speed and around traffic). In GTA3 and VC GInput the same 10% thumbstick force will turn my car much faster (and because of that there's no precision during fast driving)


Silent
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#257

Posted A week ago Edited by Silent, A week ago.

I don't know if that's mod's fault. Could be III/VC handling as well.

EDIT:
If you want to help, could you try playing III/VC WITHOUT GInput? As much as things will be broken, left stick will still work the same way. And instead of using my code, it'll use R*'s which is mirrored 1:1 by Deji's GInput. How does it feel then?

pawel86ck
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#258

Posted A week ago Edited by pawel86ck, A week ago.

I don't know if that's mod's fault. Could be III/VC handling as well.

 

Maybe you right, because few cars in gta3 and VC (especialy older ones) has much slower thumbstick sensitiveness. Something tells me, that VC/GTA3 was done with PS2 gamepad in mind. That gamepad had ANALOG DPAD, and if you taped that analog dpad button very quickly (and with small force) even fastest cars were turning slowly (and you could drive with precision).

 

 

EDIT:
If you want to help, could you try playing III/VC WITHOUT GInput? As much as things will be broken, left stick will still work the same way. And instead of using my code, it'll use R*'s which is mirrored 1:1 by Deji's GInput. How does it feel then?EDIT:

give me few minutes, I will test that


Silent
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#259

Posted A week ago

True. Still, how does it play without GInput?

pawel86ck
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#260

Posted A week ago Edited by pawel86ck, A week ago.

True. Still, how does it play without GInput?

Without GInput left thumbstick sensitiveness is smiliar, but I coud feel there's no smoothing around deadzones (exactly as you wrote, so Ginput sensitiveness is better). 

 

BTW- if I push thumbstick a little bit just for a split second, even fast cars will turn slowly (exactly as they should). It's not easy to do that everytime (thumbstick aren't made to use them like that), so still only ps2 version of GTA3/VC (with ps2 analogDpad) can provide proper experience.


Silent
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#261

Posted A week ago Edited by Silent, A week ago.

Odd, as PS2 version has no smoothing around deadzones too. My guess is that it can't be made better the easy way.

Unless I figure a clean way to customize sensitivity.


EDIT:
Are your PS2 version feelings based on using a PS2 pad? If so, that can be another factor.

pawel86ck
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#262

Posted A week ago Edited by pawel86ck, A week ago.

Are your PS2 version feelings based on using a PS2 pad? If so, that can be another factor.

Yes, I played GTA3/VC on my ps2 using original ps2 gamepad. As I said, that gamepad has analog dpad (not digital), and it was easy to apply low button presure for only split second (that way cars turned slowly, so it was easier to drive at fast speed around traffic).

 

In SA Ginput I can turn very slowly (and with precision) during driving using xbox gamepad, so it looks like GTA SA was done with thumbsticks in mind (not analog dpad like VC/GTA3).

 

Well, we'll see what it's like when I release my GInput then ;)

 

W porządeczku, jak coś porównam :)


Silent
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#263

Posted A week ago

Well, we'll see what it's like when I release my GInput then ;)




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