shinyquagsire23 / OpenJKDF2

A cross-platform reimplementation of JKDF2 in C
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Lack of xinput proper button registering #142

Closed PatrykIBM closed 1 year ago

PatrykIBM commented 1 year ago

Hello, its controller gamplay guy again. @ problems are king of bugging me. Xinput controllers cannot have button action assigned to triggers becasue of 2 reasons: a) triggers are reported as axes (ok cool, normal but it leads to problem b) b) buttons 20,21,22,23 are also assigned to triggers and when action is assigned to them like shooting they do absolutely nothing. Since its somehow registering them as axes and buttons at the same time (2 per trigger fe. released trigger button 21, pressed button 20) there is no way to make them usable. I tested version 0.6.9 yesterday and in conclusion I can say: that trigger when in released position reports itself as constantly pressed button fe. 21 and when pressed down as axis V + button 20. I guess game doesn't know how to handle it properly and no binds to button mode like fire1 will not work. I also believe since I tested in in previous version that binding them to button like 20 (or when trigger is released will result in button hold), if you bind wepon fire to it it will keep shooting trigger is pressed.

Once again dinput controllers with only 4 axes work fine except for afk effect.

UPDATE: With different xboxlike xinput compatible controller it registered another axis to button and now turning (assigned to right thumbstick) when turning full right causes player to fire weapon xD. Generally only fix to that that comes to my mind is either leave an axis an axis or axes X,Y,R,Z should be axes without buttons assigned to them and axes UV should be reported as buttons.

PatrykIBM commented 1 year ago

Hello, I dont know when and how but I tested latest release and this issue was not present anymore. Thanks!