View Full Version : Xbox 360 Controller, Xinput
noztek
2nd January 2006, 03:12
I would really like to see LFS working along with the xinput plugin, that way I could use all of my controllers functions. I am currently using it right now, but I figured with the xinput plugin implemented it could be better. Just thought I might share this with you guys.:)
axus
2nd January 2006, 09:25
Probably could be done with an InSim application... I wouldn't be able to do it though... for one, I don't have the controller so I don't know how it works. You would have to find someone who has the controller and is good at programming.
Breizh
2nd January 2006, 10:20
I just use the XBCD drivers.
eobet
28th April 2006, 16:16
Using the Xbox360 controller (which is currently my only option, unfortunately) in a game which doesn't specifically support it results in very twitchy deadzones, but the game is playable.
I wonder if Scawen is reading this, and would consider xinput support?
I have only tried a geometry wars clone (http://yurka.org/gamedev/) with support for it, but comparing it to the other geometry wars clones which are available, this xinput variant seemed to have removed the deadzone problems somehow (and also has really cool force feedback).
Only trouble using the official drivers is that there's no split axis on the triggers (I know it's in those 3rd party ones, but they were bad in other areas, imo).
Breizh
29th April 2006, 18:36
Eobet, you can enlarge the deadzones in the XBCD driver interface.
You can split the controller's axes by setting them to separate axes in the XBCD driver interface, and calibrating them as such in windows.
eobet
3rd October 2006, 14:27
Eobet, you can enlarge the deadzones in the XBCD driver interface.
You can split the controller's axes by setting them to separate axes in the XBCD driver interface, and calibrating them as such in windows.
Imo, the unofficial driver you refer to doesn't provide an as smooth input experience as a properly supported game using the official driver.
contourSVT
3rd October 2006, 14:47
I use xbcd software for xbox 1 controller on pc and it works fantastic.
Breizh
5th October 2006, 16:17
Eobet, what's your alternative to XBCD?
STICH666
23rd December 2006, 14:09
Eobet, you can enlarge the deadzones in the XBCD driver interface.
You can split the controller's axes by setting them to separate axes in the XBCD driver interface, and calibrating them as such in windows.
Here's the problem he's using the 360 controller and XBCD doesn't work for that. does anybody know any software that would enlarge deadzones on a 360 controller?
Breizh
24th December 2006, 18:55
http://www.google.com/search?q=xbcd+360
http://matt-land.com/xbcd/ seems to work.
Apoc112
25th December 2006, 05:30
i use the xbcd 360 drivers and they work perfectly... you can adjust the deadzones properly and they give you full control over button mapping and which/how many axes the triggers work on (best to download the two-axis setup so gas and brake work independently - you'll have to set up gas to be inverted)
here's the link (http://xbcd360guide.50webs.com/)
blackbird04217
3rd September 2007, 04:15
I'm glad everyone else can get these drivers working, and able to remove this very very sensitive dead zone... I can't! I have uninstalled the XBox drivers as the Read-Me states, and installed the XBCD and it wouldn't even pick-up my controller after three times of trying. I even tried the older version (two posts above this)... And that did the same thing... Then I tried the insall.bat while having the new XBCD installed and still nothing... Totally lost on how to get this to work...
I miss my momo... (Not that anyone cares, but I went on a weekend trip that ended up being 2/3 weeks or more, so now I am in Florida and I have access to a 360 controller which is much better then that keyboard... But that deadspot is too sensitive. I really hope that this is fixed in the next version of LFS because I now know why 2 of my friends quit playing. They said it controlled sensitive on their gamepads... So please get this to the devs!)
Can anyone help me for now or do I need to suffer?
dawesdust_12
3rd September 2007, 04:22
I think we're all talking about 2 different things, XInput is a DirectX input, like DirectInput, which the 360 controller falls back to in Non-Xinput games, but Xinput gives very precice inputs in devices such as the 360 Controller, but that's about it's only use. It's good for people with those controllers, because it makes the game better, by allowing very precice steering and Throttle+Brake input, but IMHO, it's a waste of Scawens time.
blackbird04217
3rd September 2007, 04:54
I wasn't talking about Scawen adding XInput, that would be a serious waste of time... What he needs to add is the ability to edit the deadzone of your axis... ViperRacing did this back in 98 and its actually not that hard to add an additional variable for ability to edit the deadzone range... It will be VERY helpful to those using controllers and would probably attracted more people, or at least not made them discouraged with how sensitive this is... (I can't drive straight because there is no range for the deadzone..)
dawesdust_12
3rd September 2007, 04:57
I know, but I think Xinput would be better than a deadzone, even though I'd have no use for it, becuase of the precision on input for 360 controllers, and (not sure) the 360 wheel.
blackbird04217
3rd September 2007, 08:25
What you said in your last two posts contradict yourself and don't make any sense. You say it would not be of great value for Scawen to implement XInput (I totally agree with this statement!), and then you go on to say that XInput would be better then just editing the deadzone? May that be the case, which I doubt it is since I have no problem with the input system as is, except for the fact that I can't set my deadzone. So my question is why would it be a waste of the developers time to simply implement a deadzone range that can be set by the users. Its not like they are rewriting the entire input system based off another API or something, they are just adding some pretty basic functionality...
Developers - Moderators someone please get this request and implement it in Live For Speed... I am sure you are losing racers who can't control their car or setup their controllers correctly... It really won't matter to me in a few weeks when I get back to using my momo, (or if I do buy that G25 mmm), but those poor people out there using gamepads with no built in deadzone are going nuts! (Least I am for now).
dawesdust_12
3rd September 2007, 08:39
Well, I have mixed feelings on it, I've seen how games act with 360 controllers with Xinput and without, Games with it (Bioshock, Halo 2, FSX), are amazing with it, and compared to games without it (LFS, FS9), the difference is huge, but people shouldn't really be using gamepads for LFS. If Scawen wanted to make LFS great for users of the 360 Gamepad (and possibly introduce Xbox kiddys to LFS), then he could put in Xinput, and it'd be amazing control, no deadzone needed, total precision. Compared with the same controller thru DirectInput, it's shit.
Heck, a proxy that took Xinput, and threw it into DirectInput, so it'd keep the precision of Xinput, and let it work in LFS, would be great.
But, Xinput is DX9 only, which is troublesome, so a proxy would be a better method IMO.
blackbird04217
3rd September 2007, 14:21
Ok, just so we are clear - I am not suggesting to add or implement XInput in anyway... I think that would be a waste of time, and wouldn't solve the problem for all the controllers out there. (It may solve the issues with the 360 controller but what good is that?) I guess its my own opinion here that deadzones should be editable, but I already know of a couple people who turned away from LFS since the controls were "terribly sensitive", now that I've experienced it also, I can see why they would run away... The only thing the deadzone range is going to do is set the gamepad axis to zero if it is within a certain range... (If a user has a gamepad that has this built-in they could set the range to zero, where as I would like the option to set it... I know we are talking about completly different things on these last three/four posts so lets stop talking about adding XInput <-- Not a great way to spend time... and look at the simple and BETTER solution of editable deadzone ranges!)
Thanks.
rjm1982
3rd September 2007, 23:08
and possibly introduce Xbox kiddys to LFS.
You were doing so well, then you made yourself sound like a snobbish prick.
dawesdust_12
4th September 2007, 00:25
Well, it's true. I think that they'd treat it like forza and go "WTF! THIS IS UGLY!, WHY CAN'T I TAKE THIS CORNER WITH FULL THROTTLE AFTER DOING 10 MS OF BRAKING!"
rjm1982
4th September 2007, 01:56
No, its not true, its a dumbass stereotypical generalization.
I play this and forza, I find forza less forgiving, if anything forza seems to make you slow down too much...especially on the slower cars...in arcade mode, forza is easy, but i've yet to see anyone playing forza in arcade, its just not popular...
Both require different skillsets...it may not be apples to oranges, as they are both racing games, maybe its apples to apple pies...
blackbird04217
4th September 2007, 04:53
.it may not be apples to oranges, as they are both racing games, maybe its apples to apple pies...
Thats awesome!
KeiichiRX7
4th September 2007, 05:36
An apple pie is no longer an apple, but a byproduct of mashing the apple up until you can make something different and more popular out of it. LFS = Apple Forza = Apple Pie.
Guess which one is sold at McDonalds? (to the mindless masses)
dawesdust_12
4th September 2007, 06:14
Owen, I'm gonna go with Forza!
*hopes that I win the million dollars!*
rjm1982
4th September 2007, 09:31
An apple pie is no longer an apple, but a byproduct of mashing the apple up until you can make something different and more popular out of it. LFS = Apple Forza = Apple Pie.
Guess which one is sold at McDonalds? (to the mindless masses)
Well, technically, both. McDonalds offers apples now as well (at least around here, in little baggies, pre-sliced like subway does it.) Part of the "healthy" thing...
And frankly, I prefer apple pie, the flavor and texture is far more sophisticated than the original apple.
Different strokes...eh?
FC3SCorey
4th September 2007, 09:38
I dropped my 360 to play LFS.
But...with the controller it's pretty damn difficult to race, I pretty much just drift because it's so tough to keep the car under control.
Also the 360 wheel is a waste of money.
Vicious713
7th September 2007, 02:46
I'd like to see Live for Speed have deadzone support. The Threesixty controller works very well for the game, especially since i play alot of forza2 and such, but i can't drive in a straight line because the neither windows or LFS allow you to mess with the controller's deadzones!
Secondly, it'd be nice if there was a way to seperate the triggers onto seperate axis. >.>
blackbird04217
7th September 2007, 20:39
Secondly, it'd be nice if there was a way to seperate the triggers onto seperate axis. >.>
The triggers acting as one axis is actually the hardware in the 360 controller itself. Though, the support for the deadzone will be what enables the less fortunate racers, (myself included for the next week), to still be able to race straight ...
dawesdust_12
7th September 2007, 21:02
It's not the hardware in the controller, it's the fact that Microsoft decided in the DirectInput drivers for it, to make it 1 axis, instead of 2 axis'.
Breizh
8th September 2007, 11:11
I don't know about the 360, but the XBox 1 gamepad can split the triggers if you do the calibration right under windows' game controllers calibration wizard.
Racer_S2
8th July 2008, 02:29
New Tool: XBOX 360 Controller Emulator
XBOX 360 Controller emulator v1.0 for PC games using XINPUT.
This program will allow you to use other controllers rather than the XBOX 360 Controller for games like
'Juiced 2' and 'The Club'. This is an early version and the buttons/axes are hard coded
for the Logitech Cordless Rumblepad 2 Controller, but it may also work for other controllers.
I may update this in the future if it has enough demand, as for now it works perfectly in my case.
Download XBOX 360 Controller Emulator v1.0 (http://tocaedit.com/forum/dload.php?action=file&file_id=108)
or use xpadder http://xpadder.com
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