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[REL|ASI|SA] GInput


Deji

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GInput

 

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Due to San Andreas being ported to PC from the PS2 version, the control system has been changed a lot. Unfortunately, the replacement isn't too great for PC's using Joypads and people used to the PS2 or Xbox versions will never get the same feel from this system as the exact console controls can't be replicated.

 

GTA IV doesn't have this problem, however. XInput, an API for Xbox360 controllers published by Microsoft as part of DirectX, is used to handle joypad input, and it works pretty well. The fact it only worked for Xbox360 pads influenced a user-made patch (provided with GInput) which allows configuration of XInput to work with pretty much any joypad on the market, so I decided it would be a good idea to use this to enhance the control system in GTASA.

 

user posted image

 

So GInput knocks out GTASA's current DirectInput system in favour of XInput. It also replaces keyboard key names with PS2 or Xbox button textures, making the controls feel just like the console versions. As it directly processes the controls based on what joypad buttons are pressed, skipping the menu configuration, all the controls work the same as the console versions. Wheras before this was not possible as SA would stop the same buttons having multiple uses.

 

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aStiffSausage

Awesome? Yes.

 

Damn, thanks, many people are going to appreciate this one! Too bad I don't know where my own controller is... sad.gif

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LOL ! Another better late than never mod .. First it was the on-screen keyboard that I'd requested

 

Pity I got TOO used to using the keyboard/mouse .. Will still use this mod for playing it on the TV icon14.gif

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I was a bit tired last night (being up at 7AM and all) so I forgot to mention that this is what's been eating a bit of my progress with other mods. Starting with Vigilante Justice I was unhappy with the control system I had to design a whole mod around, so the idea for this came then and reoccured while creating The Black Market Mod, so GInput works well as an enhancer for both those mods (and all other mods, really).

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Such small mod arrangements towards a game always made them to have a bigger value than any other generic mods. I always thought about them like that.

Small changes can always have huge benefits.

 

Congrats on the work. icon14.gif

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Do you think you can make this for III and VC?

Never really got into III or VC modding. Feels too restricted in capabilities. I also no longer particularly enjoy the games (though SA has worn off on me also, at least there's plenty to mod).

 

 

I'll try to add vibration/force-feedback support when I get the chance, but as with many of the features of GInput, I won't be able to test it at all tounge2.gif Remember this is in BETA and I can't test much, so report any findings you make. In theory, steering wheel input might (somehow) work and other things supported by XInput. 2 players using joypads should work just fine, however if the input is split between keyboard and joypad, the joypad has to be set to be used for player 2 (Xbox360 controller users can use the PlayStation files and change the INI appropriately) and the keyboard will control player 1. But this is all yet to be discovered by you lot smile.gif

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  • 1 month later...
Craig Kostelecky

I love this and would really like to see a VC version down the road.

 

I am getting a crash with this though. It happens when certain vehicles explode (Wrong Side of the Tracks did it consistently). When I removed the asi file, I was able to pass the mission. Here is the info I have on the crash.

 

user posted image

 

Another minor bug that I think I've seen was in the flight school's parachuting test. The up and down arrows were reversed for me, but I think they're mapped correctly everywhere else.

 

Finally, I have a PS2 controller that I use but the config file wasn't programmed for that. In case anyone else has the same pad/USB converter I do, here is the config for the first controller.

 

[PAD1]Index=0    #controller index in game controllers list; 0 is first; -1 to ignore this padLeft Analog X=1  	#axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disableLeft Analog Y=-2  #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disableRight Analog X=-3  #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disableRight Analog Y=6  #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disableLeft Analog X Linear=0  #-100 to +100  raise this number to increase sensitivity near centerLeft Analog Y Linear=0  #-100 to +100  raise this number to increase sensitivity near centerRight Analog X Linear=0  #-100 to +100  raise this number to increase sensitivity near centerRight Analog Y Linear=0  #-100 to +100  raise this number to increase sensitivity near centerLeft Analog X+ Button=0  #button id; 0 to disableLeft Analog X- Button=0  #button id; 0 to disableLeft Analog Y+ Button=0  #button id; 0 to disableLeft Analog Y- Button=0  #button id; 0 to disableRight Analog X+ Button=0	#button id; 0 to disableRight Analog X- Button=0	#button id; 0 to disableRight Analog Y+ Button=0	#button id; 0 to disableRight Analog Y- Button=0	#button id; 0 to disableD-pad POV=1  	#POV index; 0 to disableD-pad Up=13  	#button id; 0 to disableD-pad Down=14  	#button id; 0 to disableD-pad Left=15  	#button id; 0 to disableD-pad Right=16  	#button id; 0 to disableA=3    #button id; 0 to disableB=2    #button id; 0 to disableX=4    #button id; 0 to disableY=1    #button id; 0 to disableLeft Shoulder=5  	#button id; 0 to disableRight Shoulder=6  #button id; 0 to disableBack=9    #button id; 0 to disableStart=12          #button id; 0 to disableLeft Thumb=10  	#button id; 0 to disableRight Thumb=11  	#button id; 0 to disableLeft Trigger=7  	#button id; precede with 'a' for an axis; eg; a-6; for a slider precede with 's' eg; s-1Right Trigger=8  	#button id; precede with 'a' for an axis; eg; a-6; for a slider precede with 's' eg; s-1UseForceFeedback=1  #use 0 to 1; default 0ForceLargeGain=10000  #use 0 to 10000; default 10000; effect intensityForceLargePeriod=120000  #use 0 to 200000; default 120000; effect frequency; wheel onlyForceLargeFadeTime=10  #use 0 to 100; default 10ForceLargeFadeIn=0  #use 0 to 1; default 1ForceLargeFadeOut=0  #use 0 to 1; default 1ForceLargeStartMag=0  #use 0 to 10000; default 2000; effect will begin with this valueForceSmallGain=10000  #use 0 to 10000; default 10000; effect intensityForceSmallPeriod=30000  #use 0 to 200000; default 30000; effect frequency; wheel onlyForceSmallFadeTime=10  #use 0 to 100 default 10ForceSmallFadeIn=0  #use 0 to 1; default 1ForceSmallFadeOut=0  #use 0 to 1; default 1ForceSmallStartMag=0  #use 0 to 10000; default 2000; effect will begin with this valueWheelInertiaGain=2500  #use 0 to 10000; default 2500; effect intensity; wheel onlyWheelSpringGain=5000  #use 0 to 10000; default 5000; effect intensity; wheel onlySteeringWheel=0  	#use 0 to 1; enable for all wheel effects

 

 

Again, great mod. I absolutely love it!

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  • 1 month later...
matthijsvdpoel123

This looks awesome!

 

But I have no Idea to install it, when I put ''Ginput.asi'' , and ''xinput9_1_0.dll'' and ''xbox360cemu.ini'' in my directory and Put ''ps2btns.txd'' in my models map, NOTHING happens in the game sad.gif.

 

I've searched a bit, and my question is : Do I need .asi loader?, and how do I need to install the asi loader. Because when I put the 2 .dll files from the asi loader in my directory; the game won't start anymore. I've tried everything but nothing helps.

 

So could you guys please help me to install this MOD.

 

 

Thanks

 

 

Greetings

Matthijs

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Yes, you need ASI loader (you could check MY ONE). If your game does not start that means you have wrong EXE version and GInput doesn't support it.

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matthijsvdpoel123

Oh well,

 

I've downloaden an other gta_sa.exe from the internet and now I can start gta up. But normally I had a List with all my gamepad controls, and that list is gone now. (I used SAAC 1.2) but when I'm running SAAC now, he doesnt work.

So I want to have

-The Icons of ASI GInputer

-But the Controls from SAAC 1.2

 

Is that possible?

 

Thanks

 

Greetings biggrin.gif

Matthijs

Edited by matthijsvdpoel123
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I don't think so. SAAC hooks into CPad, which GInput tweaks.

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  • 1 month later...
Craig Kostelecky

Any ideas on the crash I reported back in November? It happens to me consistently with this mod.

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  • 3 weeks later...
Craig Kostelecky

Rats, the first car I blew up still crashed it. I only replaced the asi file though. Was there differences in the other files too?

 

Version: US 1.0Last File Loaded: AUDIO\STREAMS\DSLast Library Loaded: Error: UnknownAssembly Info:Exception At Address: 0x0040F64CException Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)Registers:EAX: 0x00000000	EBX: 0x19573968ECX: 0x045F4EF8	EDX: 0x00000300ESI: 0x00C6A278	EDI: 0x199FD828EBP: 0x11AFF090	ESP: 0x0028FBF4

 

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Both times it's crashed loading Radio files, which I find kind of odd.

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Rats, the first car I blew up still crashed it. I only replaced the asi file though. Was there differences in the other files too?

Nah, but the weird thing is it's completely controller unrelated. In fact it's to do with graphics (possibly the FX system), which means the visual effect of the explosion is the problem. Are you sure it works fine without GInput? Could there be any other mods which conflict? Perhaps if you have a visual effects mod installed which just so happens to be using areas of memory that it shouldn't be, this can be the result of SA trying to use a GInput texture as an explosion texture, but that's just a very imaginative guess.

 

@Ash

Could you post an error report too?

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Craig Kostelecky

When I tested this a few months ago, the game would crash during a few missions and some explosions would trigger the crash more than others. The car blowing up in Wrong Side... was the most obvious. Removing the asi allowed it to play fine.

 

My SA is pretty modded, but I think it happened to my less modified SALC files. I haven't had a crash yet with that mod but haven't spent much time testing either. And since there's no missions in that mod, it's hard to find a reliable spot.

 

I will try to get my SA game back to that mission to see if it crashes all the time.

 

I might also try a new cleaner SA install. I use my opened up scm, a few CLEO scripts, and some custom cars.

 

The only mod I have that changes some visual effects is my Back to the Future add-on. I think that just gives a new particle file. I'll try without in the next few days/weeks.

Edited by Craig Kostelecky
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I don't understand what's the point. Half the controls do not match(the ones showed in the text in the black box). How does this differ from SAAC except for the buttons showing in the black box and being able to use the keyboard. How can I remap them? I can't map analogs/triggers from the gta menu, this is why I use SAAC. I'm using xbox 360 wired controller. It's extremely uncomfortable to have "A" as accelaration since you can't move the right analog at the same time. Would be much better with the triggers wince you can choose how much to press them.

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I don't understand what's the point. Half the controls do not match(the ones showed in the text in the black box). How does this differ from SAAC except for the buttons showing in the black box and being able to use the keyboard. How can I remap them? I can't map analogs/triggers from the gta menu, this is why I use SAAC. I'm using xbox 360 wired controller. It's extremely uncomfortable to have "A" as accelaration since you can't move the right analog at the same time. Would be much better with the triggers wince you can choose how much to press them.

*sigh* these Xbox players have no clue. Back in my day I used to hurt my thumbs reaching across the megadrive pad. Did I complain? Nah, it was part of the challenge tounge2.gif

 

1. All of the controls match what's shown in the help messages, unless you've set the mod up wrong (though I've not got a Xbox controller, so any information on that is new to me - but XInput is relatively straight forward for Xbox pads).

2. SAAC is a program (which I've barely ever used) and you have to start it every time you want to play. Furthermore, I've never been able to get it to work with my controls.

3. Tell R* that the triggers would be easier to use. They're the ones that released it on PS2 the exact way it works with GInput.

4. I've always used the "Look Left", "Look Right" and "Look Behind" combination keys to look around while driving. It's not a completely flawed idea... R* had an idea what they were doing.

5. Even if you set GInput up to use the trigger by using the XInput hook (which you can do, by the way - using the PS2 files but remapping the keys should do it), the accelleration won't be pressure sensitive. I'd have to make an Xbox specific case.

6. I don't really have any way of knowing whether a Xbox controller is being used through GInput... so for now it's a choice between Xbox controllers and every other kind of controller, sorry. I'm also thinking of adding those dance mat controls as well, though smile.gif

 

We'll have to wait for full Xbox pad support and vibration support when I can afford the high prices they put on the pads (and more to the point, want to buy one when I have a perfectly good PS2 pad connection).

Edited by Deji
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Craig Kostelecky

I have good news to report. I just played through the first several missions and I did not have any crashes. I'm not sure what was up with the crash I had with the car yesterday. But today I completed Wrong Side of the Tracks and well as Just Business (which as about as many explosions as a Michael Bay movie). So I think it's safe to say that you've fixed the primary issue that I had with this mod.

 

Great work and thanks a lot.

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Craig Kostelecky

Found another minor bug. I don't have the screenshot anymore, but in the mission "Photo Opportunity" the L2 and R2 buttons are reversed for the camera zoom.

 

So far, I've had very few crashes with the newest version, and the ones I've had may have very well been due to other mods. Good job.

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And they aren't the rest of the time? I think the only way to resolve that would be to make SCM edits. Or leave the SCM alone and make even more EXE edits, and intentionally reverse the buttons. The good news is that the SCM edit should be possible without screwing up saves. But I don't see any code which directly takes control of those buttons.

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Found another minor bug. I don't have the screenshot anymore, but in the mission "Photo Opportunity" the L2 and R2 buttons are reversed for the camera zoom.

 

So far, I've had very few crashes with the newest version, and the ones I've had may have very well been due to other mods. Good job.

Are sniper zooming ontrols are reversed aswell? I'd suppose so.

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Craig Kostelecky

I'm not certain if the buttons were reversed or just the help window. That could also likely be fixed with a gxt edit I'm guessing. And I do not recall seeing a help window for sniper zooming, but the buttons feel like they're assigned correctly.

 

And I have not gotten back to that mission in my current game, but I think the parachute part of the flight school mission had the up and down controls inverted too. I'll let you know when I get there again.

 

EDIT: Another button mixup I noticed. In T-Bone Mendez (the mission where you grab the packages from the bikes) the help says the circle button (primary fire) when it should say L1 (secondary fire). Without the asi, the help says button 7.

 

Oh, and my crash is back with regularity. monocle.gifsuicidal.gif

 

It didn't start for me until I got to the mission with the preacher's limo. And it crashes with nearly every explosion after that. I am doing some testing with my exe to see if that might be the cause of the issues.

 

One more EDIT: I replaced my exe with the compact version and the crashses have virtually disappeared. And I just completed the storyline missions.

 

A couple more button/help notes. It seems the secondary fire button always displays as O instead of L1. And in missions where it has you hit select to switch camera views. That's all I recall at the moment.

Edited by Craig Kostelecky
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Okay released an update for GInput. It should fix those small issues with wrong buttons displaying in help messages.

 

Well, all but the change camera view one, which is a difficulty of the GXT entries not being the same as the PS2 ones, the same reason "left/right analogue stick" and doesn't display - I worked around that by using the 'L3'/'R3' button icons though.

 

Now, someone buy me an Xbox360 joypad and I can work on vibrate and trigger features tounge.gif

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matthijsvdpoel123

Oh guys,

 

I want those icons only so bad, Isn't here any MOD which only changes the ''JOY13'' into (for example) ''â–¡''.

I already tried to put ps2btns.txd only in the models folder. But it didn't work, apparently it really needs the .asi (but I only want the icons, not al those controls things).

 

I've also tried to rename ps2btns.txd into -> pcbtns.txd , but still I get ''JOY13'' .

 

Could please someone help me out, I want this really much.

 

Sorry for bad english.

 

Greetings cool.gif

Matthijs

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