Full X360 Controller Support

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TechnoJellyfish
Posts: 45
Joined: 17 Aug 2011, 18:16

Re: Full X360 Controller Support

Post by TechnoJellyfish »

aXu wrote:But customers need to know this thing, and turn their hate towards M$.
Well, I don't think that this should be a priority as a game developer, do you?
In the end you're only hurting your customers and yourself by creating an inferior product (from the customer's perspective).

It may need a little more effort from the developer's side, but this will be recognized by the customer as "going the extra mile" to create as much of a perfect experience as possible.

Instead, it is just like: "Wow, after all these years and two major Trackmania titles they still haven't managed to properly support that gamepad ..."
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aXu
Posts: 86
Joined: 18 Aug 2011, 19:34

Re: Full X360 Controller Support

Post by aXu »

This thread is going out of hand.... I guess I'm just stubborn and hate M$ too much... I haven't even made any games which support gamepads at all :D
Maybe we should continue with on-topic discussions from now on :P
My latest TM2 track: FaceBase
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isamu
Posts: 269
Joined: 15 Jul 2010, 08:26

Re: Full X360 Controller Support

Post by isamu »

If a one man emulator developer can make his playstation 2 or Wii emulator support xinput *AND* Direct Input, there is NO excuse for Nadeo not to do it either. I mean, there simply isn't one. It's ridiculous.
DJ_Twilight
Posts: 14
Joined: 18 Aug 2011, 09:54
Location: Somerset, UK
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Re: Full X360 Controller Support

Post by DJ_Twilight »

Diversi wrote: Braking without the analog brake is broken, it brakes but cancels acceleration so I have to re-trigger the accelerate button to move forward properly. Tried braking with the left button and the A button; they both have the same effect: stopping acceleration. Ergo, drifting is broken when using a 360 controller because the analog brake does not have the same effect as the normal brake.

Any input?
I didnt even realise this is the case! I am using the native 360 controller drivers and am able to map accel/brake to the tiggers using the new option in the games control set up (I think its just called analog accel/brake) I thought this had solved the age old 360 problem, but does this mean that when I tap brake to enter a drift I am cutting the accelerator and so losing more speed than I should be?

Would I be better off installing the other drivers as suggested in this thread?
StinkFinger
Posts: 3
Joined: 03 Sep 2011, 18:57

Re: Full X360 Controller Support

Post by StinkFinger »

Mapping accelerate on the right trigger, and B for brake. When holding accelerate down and pressing the brake, the acceleration stops, and I have to lift and re-press the trigger before it accelerates again. Controller is fully calibrated and works as expected in the game controller config screen in Windows.

Windows 7 64-bit
XInput driver: 2.1.0.1349
mrchipmunk
Posts: 6
Joined: 29 Aug 2011, 20:13

Re: Full X360 Controller Support

Post by mrchipmunk »

Where's a good place to get the XBCD driver? I can't remember where I downloaded it before, but it just didn't work properly. I'm currently using the M$ drivers, but would love to use both triggers.

BTW, I definitely agree on better controller support at least. I don't really care much about xinput support. The minimum I ask is for an axis to work like an axis instead of a button for gas and brake.
StinkFinger wrote:Mapping accelerate on the right trigger, and B for brake. When holding accelerate down and pressing the brake, the acceleration stops, and I have to lift and re-press the trigger before it accelerates again.
You can't use a mix of an axis and a button for gas and brake because they'll cut each other out. If you go for just axis or just buttons, it'll be ok.
StinkFinger
Posts: 3
Joined: 03 Sep 2011, 18:57

Re: Full X360 Controller Support

Post by StinkFinger »

mrchipmunk wrote:You can't use a mix of an axis and a button for gas and brake because they'll cut each other out. If you go for just axis or just buttons, it'll be ok.
Yeah, that's why I'm posting as a bug because it shouldn't. But, thanks for the workaround.
kruxed
Posts: 27
Joined: 11 Sep 2011, 22:24

Re: Full X360 Controller Support

Post by kruxed »

Is there no dead zone and sensitivity options or am i being blind?
isamu
Posts: 269
Joined: 15 Jul 2010, 08:26

Re: Full X360 Controller Support

Post by isamu »

kruxed wrote:Is there no dead zone and sensitivity options or am i being blind?
sux duzn't it?
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Xymph
Posts: 1399
Joined: 15 Jun 2010, 20:35
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Re: Full X360 Controller Support

Post by Xymph »

kruxed wrote:Is there no dead zone and sensitivity options or am i being blind?
Esc -> Advanced Options -> Input Settings. ;)
Developer of XASECO for TMF/TMN ESWC & XASECO2 for TM²: see XAseco.org
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