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how hard would it be to code a new controler type for quake?

 
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Tue Mar 03, 2009 10:23 pm    Post subject: how hard would it be to code a new controler type for quake? Reply with quote

i recently found out i could hook up my xbox 360 controler to my pc how hard would it be to code the use of it in? (i only had to install a driver for the controler to work on my pc)
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nicolasbol



Joined: 23 Feb 2009
Posts: 9

PostPosted: Wed Mar 04, 2009 12:33 am    Post subject: Reply with quote

If Windows recognize the controller, Quake can already handle it.

Quake already handle joystick input ( from IN_Commands method).

If not recognized by Windows, then it's more about how to write xbox360 drivers for windows.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Wed Mar 04, 2009 12:36 am    Post subject: Reply with quote

when in options (in dp) i see no option for it, nor a place to set controls up for the game pad.
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nicolasbol



Joined: 23 Feb 2009
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PostPosted: Wed Mar 04, 2009 1:34 am    Post subject: Reply with quote

GameSpy miniFAQ mention this:

I'm having trouble using my joystick. It's set-up in windows what is wrong?

Bring down the console (~ key) and type joystick 1.

But it's about Quake, not Dark Places.
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Urre



Joined: 05 Nov 2004
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PostPosted: Wed Mar 04, 2009 6:59 am    Post subject: Reply with quote

Afaik, all you need to do in DP is go to the control configuration menu, press enter on the bind you want to change, and press the joystick button you want it bound to. Easy as pie. About the thumbsticks I have no idea currently, experiment a bit?
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Spirit



Joined: 20 Nov 2004
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PostPosted: Wed Mar 04, 2009 9:27 am    Post subject: Reply with quote

Doesn't DirectQ support that controller already? If not, then he said it would be easy.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Wed Mar 04, 2009 9:41 am    Post subject: Reply with quote

maybe it would be easyier if i did it through a cfg than the game?
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mh



Joined: 12 Jan 2008
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PostPosted: Wed Mar 04, 2009 12:17 pm    Post subject: Reply with quote

The 360 controller is capable of working as a standard joystick, but in a limited manner - you won't get to use all the axes, and you won't get force feedback.

For full functionality you need to code to the XInput API, which is incredibly clean and easy - about 50 lines of code total. The problem is that it will still be detected as a joystick, so you need to devise a means of disabling joystick input for that controller.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Wed Mar 04, 2009 1:07 pm    Post subject: Reply with quote

joy_enable 1 in darkplaces
left analog stick moves, right analog stick aims. Smile
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