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Socoder -> Hardware and Technology -> XB360 /XBOne Pads

Posted : Thursday, 22 June 2017, 11:08
STEVIE G
A few people are having some issue configuring this type of joypad for Polymanics. Does anyone on here use one with their PC and can help me out with a quick test?

If so, please download, unzip and run the follow:

https://stevieg.itch.io/pad-test?secret=uaWkw3q42ZPN7m1qQ0LNPy9DuM

If you could confirm the following:

1. What type of joypad you have?
2. If the pad is wired or wireless?
3. If your buttons and analog sticks register when pressed?
4. The value of any buttons when nothing is pressed.
5. Anything else which you think might help nail this issue.

Many thanks
Stevie
Posted : Thursday, 22 June 2017, 11:33
Jayenkai
X360 pad is notoriously "The wrong fucking way 'round"!

X360 pad - Wired

Y Axis on left thumbstick is inexplicably inverted, with up being 1 and down being -1
This is the same results I'm getting in Monkey, and has led to me having to add an "Invert Thumbstick" option in the menus of my games.

In addition, although both the X and Y values on the right thumbstick seem "OK", (and are at least the right bloody way around!), for some reason when they're fully left/up, when I expect -1 to be displayed, they're instead showing 0. (Right thumbstick is Pitch for X, Yaw for Y)
The +1.0 values (down and right) work fine.. It only happens for left and up.. May be a - floating point issue, but then why's the left thumbstick working fine..!?

Roll is constantly at -1.0 for some reason.

ZAxis is 0 for no shoulder triggers, -1 for the right trigger and +1 for the left trigger.
Note, this is DRASTICALLY different to the results you'll get from a PSX pad (and most others) where the two triggers get split into two separate values.

All analogue values have a rest zone of about 0.05, but I tend to use 0.25 for my deadzones, because.. They can be very varied!!

All buttons seem fine.
1,2,3,4 faces, 5,6 shoulders, 7,8 start and select, 9,10 thumbstick clicks,

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Posted : Thursday, 22 June 2017, 11:58
STEVIE G
Thank you V much mate. I take it these are values from the test app itself? At least it registers!

Why the feck is Roll always -1? That's a real problem!! I do an initial check to see what the settled values are. Always use .25 for the deadzones myself and rescale the result.

I have code which covers the reverse axis thing automatically.

It's a pain not having an Xbox controller to make sure this works.

I may be back soon
Posted : Thursday, 22 June 2017, 12:03
Jayenkai
I've left my X360 pad at hand, in case you are

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Posted : Thursday, 22 June 2017, 12:16
STEVIE G
Great - thanks

Actually, as a temp fix, do you mind giving me the axis / button and the fully pressed value for a standard set up for using the 360pad? Based on your info, something along these lines?

TURN LEFT ..... X = -1
TURN RIGHT ..... X = 1
THROTTLE ..... YAW = 1
BRAKE ..... YAW = -1
SPECIAL (SHOOT) ..... Z = -1
ACTION ..... Z = 1
THRUST UP (AIR VEHICLES) ..... Y = -1
THRUST DOWN (AIR VEHICLES) ..... Y = 1
REAR VIEW ..... BUTTON 5
CHANGE CAMERA ..... BUTTON 1
PAUSE ......BUTTON 8
Posted : Thursday, 22 June 2017, 12:38
Jayenkai
I can't begin to guess at what buttons you expect me to press for those.
I mean, for me, analogue throttle and break should be the shoulder triggers, whilst Digital throttle and break should be and

But the four face buttons behave "As they should"
= Button 1
= Button 2
= Button 3
= Button 4

(Ignore the letter keypresses there! I should probably fix that!)

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Posted : Thursday, 22 June 2017, 12:48
STEVIE G
Fair enough. Am I right in saying that only the roll axis defaults to an extreme (-1 or 1) without being pressed, so it can't actually be used at all?

Please do you mind hanging around for a bit and I'll get you to try something else?
Posted : Thursday, 22 June 2017, 12:49
Jayenkai
The roll is always -1.. Nothing I press seems to change that.

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Posted : Thursday, 22 June 2017, 13:01
Jayenkai
Timeout. Currently about to dig into a rather large bag of Doritos, and my fingers won't be in a keyboard/joypad compatible condition.
If you need more help, it'll be in an hour or two!!

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Posted : Thursday, 22 June 2017, 13:03
STEVIE G
Cool I'll post something in a bit but if you could try I'd appreciate it once again.

Thanks
Stevie
Posted : Thursday, 22 June 2017, 15:13
STEVIE G
Hey J,

I think I've nailed it. Thanks for all the help.

Much appreciated.
Stevie
Posted : Thursday, 22 June 2017, 15:30
Jayenkai
Good to hear.
Be sure you stress test your controller code, though, or at the very least, recommend a controller type that you know works well!!

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Posted : Thursday, 22 June 2017, 16:10
STEVIE G
I have Playstation controllers which have defaults of -1 on some Axis' so I was able to change a few things to replicate the problem and resolve it for them.

I'm 99% confident all is ok BUT if you fancy doing me one last favour and trying the updated demo, going to Options/Control Setup and confirming you can actually make amendments I'll bung you a free copy?

https://stevieg.itch.io/polymaniacs
Posted : Thursday, 22 June 2017, 16:21
Jayenkai
Controls seemed to work fine, once I went through and set it up properly.
Plays nice and smooth, too.

Be sure that you tell player that they need to assign the controls in the Player Setup screen before they can use them.
That was a user-interface-pitfall I spotted, along with the usual "Mouse for menu, controller for game" issue.

Otherwise, worked fine.
No further controller issues.

(No need to send a copy. I very rarely play anything on the PC, any more, other than my own game-dev testing. ... Which reminds me, I'm supposed to be installing Steam..)

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Posted : Thursday, 22 June 2017, 23:28
STEVIE G
Great - thank you.