Full X360 Controller Support

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ionian
Posts: 280
Joined: 15 Jun 2010, 11:43
Location: UK
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Re: Full X360 Controller Support

Post by ionian »

Take a breath dude, this is not a game-braking feature and yet you are acting like they slept with your sister...
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TechnoJellyfish
Posts: 45
Joined: 17 Aug 2011, 18:16

Re: Full X360 Controller Support

Post by TechnoJellyfish »

_Junky wrote:
TechnoJellyfish wrote: If it wasn't such a pain in the a** switching between XBCD and the original M$ drivers ...
Why do you need to switch ? AFAIK XBCD does everything the official drivers do, and you can create different profiles for different games (I have one with triggers as buttons, one with triggers as a single axis and one with seperate axes).
If you want proper support for native XInput games (e. g. showing the actual 360 buttons ingame as most Games for Windows titles do) you'll have to go with the Microsoft drivers. Otherwise XInput is only emulated by XBCD.
Sentmoraap
Posts: 15
Joined: 20 Jun 2010, 12:31

Re: Full X360 Controller Support

Post by Sentmoraap »

The Xbox360 controller IS NOT the only, the true, THE controler for PC. A PC IS NOT an Xbox360. Don't let Microsoft make the Xbox360 controller become what I say.
The Xbox360 controller is one of the many PC-compatible controllers.
Trackmania² (and ManiaPlanet) must support ALL controllers.
Hopefully that what it does.
isamu
Posts: 269
Joined: 15 Jul 2010, 08:26

Re: Full X360 Controller Support

Post by isamu »

Sentmoraap wrote:The Xbox360 controller IS NOT the only, the true, THE controler for PC. A PC IS NOT an Xbox360. Don't let Microsoft make the Xbox360 controller become what I say.
The Xbox360 controller is one of the many PC-compatible controllers.
Trackmania² (and ManiaPlanet) must support ALL controllers.
Hopefully that what it does.
You're wrong. The Xbox 360 controller is used by more people than any other generic controller for the PC, if we're strictly talking gamepads. Why do you think more and more developers are incorporating xinput drivers into their games? Because the demand is there and many users use the 360 pad. It's Nadeo's responsibility to do proper research and figure out what controllers are being used the most by PC gamers, and support those controllers accordingly. Not incorporating xinput drivers into Canyon is a major oversight on their part. This is not an opinion it is a fact!
Sentmoraap
Posts: 15
Joined: 20 Jun 2010, 12:31

Re: Full X360 Controller Support

Post by Sentmoraap »

He who can do more can do less.
If ManiaPlanet can handle all the peripherals, it can handle the Xbox360 controller.

Xinput is only good for Xbox360 controllers and their clones. It's limited to Xbox-like controllers.
The good point is the controls are predefined because the controller has a fixed layout.
It's esaier to program than DurectInput.

DirectX is good for almost all controllers. It does not have the limitations of Xinput, in number of buttons, axis, and hat switches.
The bad thing is the XBox360 controllers triggers are viewed as a single axis, and has no rumble feature. The problem is the DirectInput driver for the Xbox360 controllers, not DirectInput itself.
It seems that Microsoft does this intentionally to promote Xinput.
Xinput means Xbox360 controller, also means money for Microsoft.

You can blame Microsoft, but not Nadeo.
TechnoJellyfish
Posts: 45
Joined: 17 Aug 2011, 18:16

Re: Full X360 Controller Support

Post by TechnoJellyfish »

Sentmoraap wrote:The problem is the DirectInput driver for the Xbox360 controllers, not DirectInput itself.
You're right, Microsoft is to blame for the rather poor DirectInput support. I don't know if there are technical limitations or if this is indeed politically motivated, as you suggested.

However, is this enough reason not to support both XInput and DirectInput considering the widespread usage of this controller? As far as I can tell it is relatively simple to implement (hell, most indie titles I played in the last year managed to support both) ...
Sentmoraap
Posts: 15
Joined: 20 Jun 2010, 12:31

Re: Full X360 Controller Support

Post by Sentmoraap »

Supporting both DirectInput and XInput would be great, but if supporting DirectInput requires X effort, and supporting XInput requires Y effort, supporting both requires more than X+Y effort.
Except this, there is no reason to not support both, but except the support of XInput, the game handle inputs very well.
kirion
Posts: 4
Joined: 18 Jul 2011, 11:49

Re: Full X360 Controller Support

Post by kirion »

would be cool if nadeo supports rumble for controllers. i hope it will be in the final release.
TechnoJellyfish
Posts: 45
Joined: 17 Aug 2011, 18:16

Re: Full X360 Controller Support

Post by TechnoJellyfish »

kirion wrote:would be cool if nadeo supports rumble for controllers. i hope it will be in the final release.
It does already.
kirion
Posts: 4
Joined: 18 Jul 2011, 11:49

Re: Full X360 Controller Support

Post by kirion »

TechnoJellyfish wrote:
kirion wrote:would be cool if nadeo supports rumble for controllers. i hope it will be in the final release.
It does already.
hmm really? just tried it with the motionjoy dualshock3 driver with 360 pad emulation and no rumble. the driver works for me with every game yet with the ps3 pad on pc. maybe tm2 dont work with the custom driver

ill test it with a 360 pad later.

thanks for the info
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