yes. as i said, it registers new buttons sometimes - more like rarely
P.S. axis are impossible
P.S. axis are impossible
New GCPad Plugin
|
03-24-2010, 11:45 PM
yes. as i said, it registers new buttons sometimes - more like rarely
P.S. axis are impossible 03-25-2010, 12:23 PM
tortoisesvn update and compile. I'm sure you want the binary though. If so, look through the thread. page 7/8 or something, there's a binary.
03-26-2010, 07:22 PM
Billiard26 if your interested in getting this into the main trunk you should create an issue on the Dolphin google code page.
03-26-2010, 11:52 PM
please dont merge until my issue is fixed. as its working with the old plugin, there has to be an issue
again, if theres anything i can do for you to debug this, just say so! 03-27-2010, 03:39 AM
(03-26-2010, 07:22 PM)death-droid Wrote: Billiard26 if your interested in getting this into the main trunk you should create an issue on the Dolphin google code page. I have already created an issue and it was accepted. I'm working with the devs to get it committed. (03-26-2010, 11:52 PM)Oehr Wrote: please dont merge until my issue is fixed. as its working with the old plugin, there has to be an issue Most likely I will need to change my plugin to use SDL 1.2. The devs don't care for 1.3. Your problems should go away then, I would hope. I might even drop SDL on the windows build completely and just use DInput. The old GCPad will probably still be included in the SVN as well, along with mine, when it does get merged, at least for a bit. 03-27-2010, 04:09 AM
thanks, ill test your sdl 1.2 patch version as soon as its available. thank you. oh and btw, im using stock windows 7 x64 drivers for that gc adapter.
03-27-2010, 05:33 AM
(03-27-2010, 03:39 AM)Billiard26 Wrote: The devs don't care for 1.3. Its not like we dont care. SDL 1.2 is stable, 1.3 is somewhere around alpha (or already beta even) - but its unlikely to be included on other platforms than Win32 (where we have the one from Externals). Besides, we'd need to include both 1.2 and 1.3 then, which might turn out to be a dependency problem. 03-29-2010, 06:54 AM
Has the issue been fixed with SDL 1.2, that most controllers won't rumble? I remember something about only SDL 1.3 could make that work and so on but I'm not up-to-date on this. How is rumble doing?
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
03-29-2010, 11:26 AM
(This post was last modified: 03-29-2010, 03:02 PM by Billiard26.)
(03-29-2010, 06:54 AM)StripTheSoul Wrote: Has the issue been fixed with SDL 1.2, that most controllers won't rumble? I remember something about only SDL 1.3 could make that work and so on but I'm not up-to-date on this. How is rumble doing? Later tonight, I will try to release a patch for my plugin that replaces SDL with DirectInput on Windows. I've been busy with homework and the plugin is having problems opening the device exclusively ( needed for rumble ) when the game is running. Rumble test works in the config window. I haven't had time to debug. edit: Alright uploaded a patch on the first post with a version that doesn't use any SDL |
« Next Oldest | Next Newest »
|