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GInput


Silent
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If you get your system to convert D-input to X-input it should work (either pair it with X360ce or SCPToolkit,  the latter is only good if you have a genuine PS controller, but is more convenient in general use).

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  • 3 weeks later...
  • 3 weeks later...
  • 3 weeks later...

my controller works without ginput weird, its an normal ps3 controller lol

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3 hours ago, Rapid_Jet said:

my controller works without ginput weird, its an normal ps3 controller lol

The games supports controllers, but it doesn't map the buttons correctly, you'll have to manually map things, it will lack analogue inputs, lack GUI/On Screen Prompts, etc. GInput is more to have an easy drag and drop way of having the correct controller presets right away and have all the controllers features working if there are drivers detected (e.g. SIXAXIS stuff).

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ChengizVlad09

Received my Wooting 2 KB today, cannot be more happier than I am really. But, just like with everything I'm trying to get done and no matter how easy it seems, I cannot get it done to work properly in regards to analog input in SA. So, prior to having it, I had GInput installed already and afterwards I simply extracted the files from " GInput - Wooting " winrar, just like it is stated inside the Read Me instructions. Read Me instructions also states that after overwriting the existing files, kb should be natively supported, which it isn't, since analog functions aren't working. Any particular thing(s) I'm missing?

 

BTW, of course I'm using the 1.0 version and I was just wondering, could it be that my system is receiving some contrary information since I hooked the KB itself in the laptop and its keyboard could still be used?

Edited by ChengizVlad09
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Just thought I'd post a clarification to anyone else having a similar problem:

 

I was having problems getting GInputSA to work.  I had installed it via modloader, so I opened up the modloader.log, and saw an error message stating that it failed to load ginputsa.asi, with errcode 0x7e.  Searching the topic, I found this post by FabioB:

...and this solution he posted later:

On 7/1/2018 at 7:30 AM, FabioB said:

Just solved installing all runtimes. Thank you.

Oops... accidentally hit ctrl-enter.

Anyway - was going to clarify that the runtime he was referring to was the directX runtime:

 

https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35

 

...which Silent himself references here (and probably other places):

 

https://steamcommunity.com/app/12110/discussions/0/405693392921950914/

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That's indeed the case. Current release assumes it's installed, a possible future release will instead try to use this (xinput1_3.dll), xinput1_4.dll or xinput9_1_0.dll, in this order. At least one of those three must exist on any Windows since XP.

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I tried installing this on my GTA III.  It froze my game. No other mods installed.

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2 hours ago, Rizzano74 said:

I tried installing this on my GTA III.  It froze my game. No other mods installed.

 

Have you tried the steps from the post just above my last one?

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Yeah I tried that. Still the same result. Everytime I get into a car, the game freezes. It wasn't doing that before the mod.

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3 hours ago, Rizzano74 said:

Everytime I get into a car, the game freezes

I recall people had issues like this when they had more than one GInput ASI installed at once.

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You may be right, I put it in the mss folder and in the main folder. I will try just the mss folder

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ChengizVlad09

Agh, I'm pretty much getting desperate in attempts to make Wooting 2 KB analog function work in GTA SA and I really don't want to bother people, especially Silent, so I'll drop one last post explaining what I did in order to make it work and hopefuly someone, sometimes down the line can share some of their knowledge and possibly share something insightful.

 

- Laptop with Win 10 (genuine copy) is being used, with internal - built in - KB detached physically, just in case there could be any conflicts between the two, so only Wooting via USB is plugged in.

 

- Every USB driver reinstalled.

 

- GInputSA installed. " GInput - Wooting " files added (SDK's) with existing GInput files properly overwritten.

https://dev.wooting.io/spotlight/ginput-wooting-wooting-integration-for-gta-iii-vice-city-and-san-andreas-by-silent/

 

- I assume GInput is working like it supposed to work, since after installing it, no " Joypad " option can be seen anymore.

 

- Analog function of the KB itself tested and working. Assigning WASD keys in the " Analog Profile " inside the " Wootility " - keyboard's software application - shows clear gradual input on according axes.

Tested here:

https://html5gamepad.com/

 

The only visible change when assigning the WASD keys inside the Wootility can be seen in CJ's walk, but not in a sense of pressure sensitive input, but trying to go left or right using A or D keys, character would start making circles, as if the mouse or right analog was used to correct his straight path/trajectory - if this makes any sense.

 

- XInput is enabled inside the Wootility software. 

 

- Disabling " Digital Keys " in Wotility and making them exclusively analog, would bring the desired effect, at least in walking, not driving and that's with or without GInput and GInput Wooting files, but mapping the controls then becomes a complete nightmare and despite the mouse still working, I would have to assign keyboard keys to a lot of important game functions and that's impractical.

 

- RGB SDK doesn't work as well. Not a single sign of any feature mentioned there, but that's least of a concern, it's just for the reference in regards to much more important Analog SDK which, I assume doesn't work equally.

 

If anyone has any clue what could I be doing wrong or has any idea what could I do to make it work like it was intented, that would be great. Any thoughts are much appreciated!

Edited by ChengizVlad09
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Oh so that could be it - GInput Wooting gives you native support, maybe mapping XInput to keyboard keys disables that.

 

Either that or they changed something internally and old DLLs don't work no more, I honestly don't know. You can try checking if they released updated DLLs.

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ChengizVlad09

@Silent

 

Hey Silent, thanks for giving your expertise!

 

Hmm, as you can see in the picture below, I can even engage an analog profile without mapping a single key and I would still get the same result - no native support, or analog input whatsoever. Everything else would work as if I were using a regular - digital - keyboard. Mapping WASD keys would make that odd behaviour when moving around, in a way as if the mouse or analog stick were used to follow CJ automatically. https://i.imgur.com/7sQgSDX.jpg 

Oh, in attempt to better describe things, RGB SDK doesn't work as well, otherwise I would receive all the features you included there, such as red/blue flashing when wanted or dimmed light in shadows, etc. None of them are there as well.

 

Yeah, could be that they indeed changed something crucial in the meantime, I can see there have been numerous updates since last October, although I cannot find anything about any changed DLLs.  I'm not sure I can reverse things back to older settings, but if I stumble upon older DLLs I'll surely give that option a try. 

 

Thanks man!

 

 

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I don't think I have any further ideas then since I don't own this keyboard and thus can't verify ☹️

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ChengizVlad09

Dang, shame they didn't make their keyboard as a grand prize during that contest you won, I mean, hoodie is undoubtedly cool but they really should have gone with giving out the KB instead, lol, it would have been way more classier.

 

Not in a wildest dreams would I think of spending that kind of money on a keyboard and it's probably the last time I did something like that, but I'm just a huge sucker for analog input, especially in GTA (SA), since driving mechanics is so very well done there and I just can't drive that good with a controller, nor do anything else good with it honestly, so this seemed like a perfect fit.

 

I just can't understand why analog function isn't exactly a type of feature more commonly used with KBs, considering it could be not only useful and game changing but it's as well type of thing used on relatively inexpensive controllers, such as DualShock 2, with even its face buttons having that thing (!) - meaning, it could possibly be easily achievable.

 

As always, thank you so much for sharing your much valued time in effort to help, it is highly appreciated man!

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  • 3 weeks later...

I know it might not be the right place, but it is possible to do something similar for MGS2 version PC?

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For normal gamepad usage, MGS2 V's Fix should be enough, although I did notice I was mentioned in a talk about pressure sensitive buttons, so I assume that's what you're after. As of now the answer to that is "I don't know", as it's totally possible any trace of pressure sensitivity was removed from PC versions of the game. In contrast, in GTA everything on higher code levels was still in place, but data game received from platform specific functions did not have any pressure sensitivity.

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Fartheadmcgee123

I sadly can't get GInput to work anymore. I had it working at one point, but I was trying to use the new "2Player Drop In, Drop Out!" mod (

but it was crashing the game 4/5 times when the 2nd player spawned. I tried to fix this issue of crashing a lot, but couldn't figure out what was going on. I eventually removed all mods, except for GInput, but GInput stopped working. I couldn't tell, but the controls might have been working, but the button icons in the help menus were not showing, so I figured it wasn't working properly. Also given that the 2nd player was causing the game to crash wasn't a good sign either.

 

I even re-downloaded the Steam version of the game, downgraded it using the SA Downgrader, downloaded ModLoader, Cleo, and Silent ASI loader, and then only downloaded GInput, but the issue still persisted :(.

 

Do you know what GInput is actually doing for Player 2? What inputs is San Andreas looking for for Player 2's controls?

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23 hours ago, Fartheadmcgee123 said:

I sadly can't get GInput to work anymore.

 

I assume you do have DirectX End User Runtimes? Unless you reinstalled your OS since the last time GInput worked, you should have them.

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Why does everyone insist on using v1.1 for gta III and not expect problems (since v1.0 is usually what mods are created for)???

 

Get v1.0 > If problem persist you found a bug.

 

If using v1.1 > problem occurs, well you got yourself an issue you should've expected to occur in the first place.

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That said, GInput is supposed to support 1.1 so this may be a valid issue. It happens sometimes, happened with Steam VC in the past too.

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This mod didn't recognize my Switch joycons (but the game without the mod did), i have already used x360ce and XOutput, none of both worked

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If the switch's games are almost unplayable with that thing of controller, now imagine gta. Lol.

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