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 »

kirion wrote:ill test it with a 360 pad later.
That one won't rumble either, unless you're using the XBCD drivers (because of the shoddy DirectInput support of the M$ drivers) ...
kirion
Posts: 4
Joined: 18 Jul 2011, 11:49

Re: Full X360 Controller Support

Post by kirion »

TechnoJellyfish wrote:
kirion wrote:ill test it with a 360 pad later.
That one won't rumble either, unless you're using the XBCD drivers (because of the shoddy DirectInput support of the M$ drivers) ...
just tried my 360 pad and it dont rumble.
u got a link for the xbcd drivers?
but why its dont work with the normal ms driver? i dont think the whole community wants to search for "other" drivers.
TechnoJellyfish
Posts: 45
Joined: 17 Aug 2011, 18:16

Re: Full X360 Controller Support

Post by TechnoJellyfish »

kirion wrote:u got a link for the xbcd drivers?
Get it from here. But remember: This is a third-party driver, so use at your own risk!
kirion wrote:but why its dont work with the normal ms driver?
Quoted directly from MSDN:
The Xbox 360 Controller is properly enumerated on DirectInput, and can be used with the DirectInput APIs. However, some functionality provided by XInput will be missing from the DirectInput implementation:

The left and right trigger buttons will act as a single button, not independently

The vibration effects will not be available

Querying for headset devices will not be available
kirion wrote:i dont think the whole community wants to search for "other" drivers.
Well, that's why we would like to have proper XInput support ... :D
Diversi
Posts: 2
Joined: 22 Aug 2011, 18:20

Re: Full X360 Controller Support

Post by Diversi »

Different problem here. I made a new thread in the bugs section. I looked there for a thread concerning this, however, did not find anything (sorry kalimerre)

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

Re: Full X360 Controller Support

Post by TechnoJellyfish »

As posted before:
The Xbox 360 Controller is properly enumerated on DirectInput, and can be used with the DirectInput APIs. However, some functionality provided by XInput will be missing from the DirectInput implementation:

The left and right trigger buttons will act as a single button, not independently
In other words: Whenever using a 360 pad with any DirectInput game, the triggers are treated as one single axis, therefore canceling out each other when pressed both. Use the XBCD drivers to circumvent this behavior or read the rest of this thread for more information.
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aXu
Posts: 86
Joined: 18 Aug 2011, 19:34

Re: Full X360 Controller Support

Post by aXu »

If I were a developer (hey, wait, I am a developer!), I would boycot XInput. It's M$'s fault not to make their controllers working properly on their own library and then release another library for that sole purpose only.
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 »

silly question but when using XBCD drivers, does Canyon *then* deliver rumble to the 360 controller?
TechnoJellyfish
Posts: 45
Joined: 17 Aug 2011, 18:16

Re: Full X360 Controller Support

Post by TechnoJellyfish »

aXu wrote:If I were a developer (hey, wait, I am a developer!), I would boycot XInput. It's M$'s fault not to make their controllers working properly on their own library and then release another library for that sole purpose only.
Sure, we all agree that it is Microsoft's fault in the first place. But think about it, who do hurt by boycotting it? M$? Or your own customers?
isamu wrote:silly question but when using XBCD drivers, does Canyon *then* deliver rumble to the 360 controller?
Yes, it does.
isamu
Posts: 269
Joined: 15 Jul 2010, 08:26

Re: Full X360 Controller Support

Post by isamu »

TechnoJellyfish wrote:
Yes, it does.
Excellent, thank you :)
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aXu
Posts: 86
Joined: 18 Aug 2011, 19:34

Re: Full X360 Controller Support

Post by aXu »

TechnoJellyfish wrote:Sure, we all agree that it is Microsoft's fault in the first place. But think about it, who do hurt by boycotting it? M$? Or your own customers?.
I was kinda expecting this question. Ofc it first would hurt customers. But customers need to know this thing, and turn their hate towards M$. If more games without XInput support comes, customers know it isn't really game developers who neglect their duties, its microsoft. I don't even understand it marketing-wise, what's the point to have their own controllers use some other library than their own. It just doesn't make any sense, just more work for developers.And yes, I do hate microsoft.
My latest TM2 track: FaceBase
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