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[III,VC|ASI] GInput

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Blackbird88
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#361

Posted 2 weeks ago Edited by Blackbird88, 2 weeks ago.

I'm not sure, but I heard they might BSOD or accidentally replace default USB drivers. I was lucky to only get BSOD :D
Altough It'd be cool to use the MiJ's Sixasis API to rotate the helicopter like in Saint's Row 2.

Silent
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#362

Posted A week ago

Start preparing your muscle memory for GInput 1.03 pad-activated cheats:

III - PS3 BUTTONS
III - X360 BUTTONS

VC - PS3 BUTTONS
VC - X360 BUTTONS
  • Blackbird88, Tomasak, TJGM and 2 others like this

Silent
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#363

Posted A week ago

Ladies and gentleman, GInput 1.03 is now out!
  • Ash_735, Blackbird88, TJGM and 1 other like this

format c:
  • format c:

    Supernaut

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#364

Posted A week ago

Don't want to Sound repetitive, but you know whAt should come next...

  • Blackbird88, Kalvin and Mega like this

Silent
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#365

Posted A week ago

Don't want to Sound repetitive, but you know whAt should come next...


cookies-starve-text-small.png


Oh, and throwing a changelog as someone suggested.

- Fixed an issue in GInputVC where displaying pad buttons caused the game to go buggy (such as left analog stick locking)
- Fixed a GInputIII issue where pressing Start in menu prior to loading a save or starting a new game would result in a crash
- The game will not crash if xinput1_3.dll is not present in the system now - instead, GInput will show an error dialog and then unload
- The game will not crash if GInput is installed incorrectly - instead, if pad button textures can't be loaded, GInput will show an error and then shut down the game
- Improved input detection (for switching between keyboard and pad buttons in helps)
- Button drawing code has been rewritten from scratch, improving the way buttons are shown. Most notably, they now have their own width so they will not stick out of help boxes
- Southpaw option has been added
- Changed the way game handles looking around in IV controls by default - now, you look left/right by pressing L1/LB and R1/RB. The old way of looking around with the right analog stick can be restored by setting DrivebyWithAnalog to 1.
- Menu controls have been unified between III and VC - now, both games use Start button the same way, and both games use Triangle to go back to the previous menu
- In addition, when using IV controls mode, Circle is used to go back to the previous menu instead of Triangle
- VC Stats and Map menu controls reworked - analog stick controls are now more precise and zooming the map in/out with triggers is now pressure sensitive
- Fixed several bugs related to radio scrolling in IV controls mode
- Some NEW controls have been added to the game:
1) Holding Change Radio Station button when MP3 Player is selected will now cycle through MP3 tracks (works both from the pad and the keyboard)
2) Pressing Toggle Submission/R3 button when driving a car with hydraulics will make it jump, similarly to San Andreas (works both from the pad and the keyboard)
3) Hold Change Camera button on a pad will now toggle a replay. Press Change Camera again to go back in game
- Mod's INI file now can be modified on the fly - it will be reloaded after going back into the game from the minimised stats
- Pad input will not be registered now if the game is minimised
- Cheats now can be activated from the pad using PS2 key combinations. For the full list, see docs/cheat_list_iii_*.html

  • Blackbird88, Kalvin, TJGM and 1 other like this

Claude Liberty
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#366

Posted A week ago Edited by Claude Liberty, A week ago.

Wow, amazing, but VC Ginput ini comments refer to III cheat list. Not much of a problem though, anyway.


OhJay
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#367

Posted A week ago

Whenever exiting VC I'm getting:

 

The instruction at "0x3821a3fc" referenced memory at "0x00000000". The memory could not be "read".

 

Plays absolutely fine while in game, only this error box when I exit.

Only thing I've changed this week is going to GInput 1.03

VC on Steam with Ginput and SilentPatch only (so far :rol:  ), trying to get through all the old ones again to psych myself up for 5... when it's released  :zZz:


adapu
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#368

Posted 4 days ago

Will this work with a PS2 gamepad connected through something like this adapter?

$_35.JPG


Claude Liberty
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#369

Posted 4 days ago

You'll have to use Xbox gamepad emulator and configure it according with whatever gamepad you gonna play on.

Craig Kostelecky
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#370

Posted 4 days ago

I use a similar PS2 adapter and it works perfectly with this mod. The only thing lacking is rumble. But that adapter may handle that properly.


adapu
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#371

Posted 4 days ago Edited by adapu, 4 days ago.

Claude: What Xbox gamepad emulator? Will analog functions work well? What about vibration?

 

Craig: No emulator and no configuration needed? Is vibration support a function of the adapter, or of software compatibility/configuration? If it's the adapter, is there any software-independent way to know or test if an adapter supports it properly or not?


Tadzik
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#372

Posted 4 days ago

You need to use x360ce to get the GInput work with DS2.

adapu
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#373

Posted 4 days ago

What I have is actually DS1 (SCPH-1200 and SCPH-110).


Ash_735
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#374

Posted 3 days ago

That would be difficult to say, Vibration "messages" were different for PS1 and PS2, so it's all down to if your adapter there can provide both PS1 and PS2 styles, if not, then Vibration will be ignored by your controller. This has only been tested with Direct Controllers, such as the Xbox 360 Controller, DualShock 3 and DualShock 4 since you can connect them directly via USB without an adapter.

adapu
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#375

Posted 3 days ago

So these adapters actually contain logic to handle specific controllers, rather than just relay the the raw signals encapsulated somehow as USB HID?

 

And then, if I understand correctly, in this specific case there's also a need for DirectInput/XInput translation. Sounds a bit like compressing to JPEG multiple times in a row. :)

 

Well, it's cheap. I guess I'll try one and just what it does. 





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