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mario kart wii netplay - newbie controller problems
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mario kart wii netplay - newbie controller problems
03-25-2016, 10:04 PM (This post was last modified: 03-29-2016, 02:01 AM by toyoha.)
#1
toyoha Offline
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I have mario kart wii running great on a PC with four players and four xbox 360 wireless controllers.

I now want to try netplay.

As a first test I copied Dolphin and the mario kart wii iso to my laptop. I can run the game in non-netplay there with a generic usb joystick just fine. (I use that generic joystick because the people I want to netplay with only has usb joysticks and I only have one xbox 360 usb adapter.)

Next I start netplay on the PC and make it host. Direct connection and port forward is checked. I can connect with the laptop (on the same LAN) and start the game. Sometimes it freezes at the first screen with 0 FPS. But when I then restart the netplay the game runs with ok FPS.

There is one problem though: the PC controller works perfect but the generic usb joystick on the laptop doesn't. Only some buttons work but others don't and the steering is wrong (only right turns work on the stick). The "look backward" button is also somehow held down by default, I have to hold the button down to *not* look backward.

I've tried to troubleshoot and fix this for some time now but can't find a fix so I ask for help here.

The host PC netplay screen has a configure pads option. I have tried to change things there but still haven't solved the problem.

The configure pads window defaults to this
pad0 = PC
pad1 = laptop
But then neither controller works.

In non-netplay mode I can successfully use both the xbox 360 controllers and the generic usb joystick as emulated wiimotes.
On the PC controllers screen I have set wiimote1 to emulated wiimote and map it to the xbox360 controller
On the laptop controllers screen I have set wiimote1 to emulated wiimote and map it to the generic usb joystick

I therefore also tried these settings in netplay
pads 0 1 2 3 = none
wiimote0 = PC
wiimote1 = laptop

But that still has the problem

I next tried this: plug generic joystick into PC, configure it as wiimote4 there (saved configuration), unplug and put it back into the laptop, configure it exactly the same there but as wiimote1 and wiimote4 (tried both). Host netplay on PC and in configure pads set wiimote1 and wiimote4 (tried both) as laptop.

But the steering/looking-backward problem is still there for the generic joystick in netplay.

Am I missing some configuration step? I hope someone can help me get this right.

Answer to this more basic questions would also help:

How should the wiimote numbers in these three places be related?
- PC (host) controller config screen
- PC (host) netplay configure pads screen
- laptop (guest) controller config screen

E.g. if I in netplay configure pads screen set wiimote3 to laptop, must  the laptop then have the generic joystick configured as wiimote4? Or can/should the laptop controller config screen set the generic joystick as wiimote1? And does it matter for the laptop (guest) joystick how the PC (host) controller config screen (not netplay configure pads screen) is set for wiimote4?

(note: I assume wiimote3 on configure pads screen is the same as wiimote4 on controller config screens since controller config screen lists wiimote1 2 3 4 while configure pads lists wiimote0 1 2 3)

edit: Answer from replies below: wiimote currently not working in NetPlay. Solution: set controllers as GameCube pads on both PC and laptop and assign as pad0 and pad1 on NetPlay config screen.
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03-25-2016, 10:26 PM
#2
JosJuice Offline
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Use emulated GameCube controllers with netplay instead of emulated Wiimotes.
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03-26-2016, 12:47 AM (This post was last modified: 03-26-2016, 12:48 AM by Helios.)
#3
Helios Offline
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I removed (Okay, disabled) Wiimote support in netplay because it was super broken. Configure your controllers to be gamecube controllers and it should work.
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03-26-2016, 01:23 AM
#4
toyoha Offline
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Thank you for replies. I will try with them set as gamecube controllers later tonight.

Let me add another question. The netplay was of a "shared screen" kind. So up to four players on the same split screen (but on different screens... you know what I mean Smile.

Is there also some way to play mario kart wii with more than four friends locally? For example two computers with four players on each on a LAN (or even better online).

I've read some mentions of wiimmfi for custom server play. But somewhere else I read that dolphin is banned from wiimmfi servers. Is there something similar that I can host myself on a LAN?
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03-26-2016, 05:01 AM
#5
leolam Offline
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Dolphin is not banned from the Wiimmfi custom server, if you have and can use your own NAND dump or change the NAND identifiers.

Just be careful though, as you must always run at full speed and not lag behind too much or your slowdowns will cause issues for other people and be considered as time cheats. Even on decent hardware, this can be pretty hard with shader compilation stuttering…

PS: you should use the latest development builds instead of the 5.0 RC builds, which were "cancelled" a while ago.
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03-27-2016, 11:44 PM
#6
Foxxy11
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First of all. I AM SO SORRY FOR ASKING but,
Netplay with wiimote will not be supported never?
I guess you guys are already pissed off of hearing about netplay with emulated wiimotes but I'm other noob that is trying to play too.
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03-27-2016, 11:48 PM
#7
leolam Offline
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No, not never. Just not until someone fixes the code and reimplements it in a good way.
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03-28-2016, 12:03 AM
#8
Foxxy11
Unregistered
 
(03-27-2016, 11:48 PM)leolam Wrote: No, not never. Just not until someone fixes the code and reimplements it in a good way.

So still have hopes! Tongue
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03-28-2016, 01:43 AM
#9
Helios Offline
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Yeah. It was only disabled to close a blocker that would stop us from releasing 5.0. The rationale was that we could fix the blocker by fixing wiimotes in netplay which would be the ideal solution, but this would be such an involved task that we would never release 5.0 because nobody would want to overhaul netplay any time soon.
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03-28-2016, 01:51 AM
#10
JosJuice Offline
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(03-28-2016, 01:43 AM)helios747 Wrote: Yeah. It was only disabled to close a blocker that would stop us from releasing 5.0. The rationale was that we could fix the blocker by fixing wiimotes in netplay which would be the ideal solution, but this would be such an involved task that we would never release 5.0 because nobody would want to overhaul netplay any time soon.

It isn't just because it was a 5.0 blocker, right? I thought it was because it's a good idea to disable broken things in general.
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