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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 |

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

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) _________________ QuakeDB - Quake ModDB Group

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nicolasbol Joined: 23 Feb 2009 Posts: 9 |

Posted: Wed Mar 04, 2009 12:33 am Post subject: |

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 Posts: 968 Location: Florida, USA |

Posted: Wed Mar 04, 2009 12:36 am Post subject: |

when in options (in dp) i see no option for it, nor a place to set controls up for the game pad. _________________ QuakeDB - Quake ModDB Group

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nicolasbol Joined: 23 Feb 2009 Posts: 9 |

Posted: Wed Mar 04, 2009 1:34 am Post subject: |

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 Posts: 1073 Location: Sweden |

Posted: Wed Mar 04, 2009 6:59 am Post subject: |

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 Posts: 476 |

Posted: Wed Mar 04, 2009 9:27 am Post subject: |

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

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

Posted: Wed Mar 04, 2009 9:41 am Post subject: |

maybe it would be easyier if i did it through a cfg than the game? _________________ QuakeDB - Quake ModDB Group

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Wed Mar 04, 2009 12:17 pm Post subject: |

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 Posts: 1321 |

Posted: Wed Mar 04, 2009 1:07 pm Post subject: |

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

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