
huntsman360
-
Compteur de contenus
28 -
Inscription
-
Dernière visite
Messages posté(e)s par huntsman360
-
-
hi again, in guilty gear strive last update seems block keys doesn't work and allways i push start on xinput controller 2 it seems to respond but dissapear.
Is like the game is priorizing keyboard. Similar to the problem i have in the past with mk11 and injustice 2 and never solved
If you have any thoughts i apreciate.
PD: nevermind, is a problem of the game. Even with two real controllers have the same ugly behaviour. Player 2 is broken
Thanks for all your work
0 -
hace 4 horas, ducon2016 dijo:
1. Try this version of SDL2 (sorry I don't remember where I downloaded it from): SDL2 x64-Helps x360kb.7z
2. Use x64 version of xinput1_4.dll
it works, you are the best
0 -
hi again, any chances of work with Teenage Mutant Ninja Turtles: Shredder’s Revenge?
Thanks
0 -
hace 9 horas, ducon2016 dijo:
Can you try UseInitBeep=1 to make sure it loads?
and try PadCount=2
tryied, it beeps
In fact i know that it activates beacause if i go to controller config, 2 xbox pads are present. If i put 4 in config, four pads appear in controller config in game
the problem is that keyboard takes the lead and for some reason emulated xbox pad go laggy, similar to the problem i have before with v14
In the other pc all runs perfectly with the same config
0 -
hace 5 horas, ducon2016 dijo:
Me too and Injustice 2 works perfectly. So what dll do you use? Share your config file please
Sorry I just saw that now.
PadCount=4
and add two sections and add the other keys
[PAD3]
Start=Q
[PAD4]
Start=R
Edit:
I tested in other pc with windows 10, and the same dll and config works.
But in the pc with windows 7 (retroos) and ipac. I have the problem that detects controllers but keyboard prioritary
this dll:
xinput9_1_0.dll
and this config:
[Options]
UseInitBeep=0
Log=0
PadCount=4
HookAllXInputDLLs=1
BlockRawInput=1
BlockKeys=1
FilterOtherPads=1[PAD1]
Start=1
Back=5
Left Analog Left=
Left Analog Down=
Left Analog Right=
Left Analog Up=
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
A=Left Shift
B=z
X=Left Control
Y=Left Alt
Left Shoulder=Space
Right Shoulder=x
Left Trigger=c
Right Trigger=v
Left Thumb=
Right Thumb=
Wheel Left=
Wheel Right=
[PAD2]
Start=2
Back=6
Left Analog Left=
Left Analog Down=
Left Analog Right=
Left Analog Up=
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=r
D-Pad Down=f
D-Pad Left=d
D-Pad Right=g
A=w
B=i
X=a
Y=s
Left Shoulder=q
Right Shoulder=k
Left Trigger=j
Right Trigger=l
Left Thumb=
Right Thumb=
Wheel Left=
Wheel Right=0 -
hace 10 horas, ducon2016 dijo:
Not sure about MK11 since I don't play it, but Injustice 2 works perfectly. Use xinput9_1_0.dll and my options are
HookAllXInputDLLs=1
BlockRawInput=1
BlockKeys=1FilterOtherPads=1
Let me know if it works or not
it works in the fact that 2 xbox controllers are recognized but....
when i move anyone it only detects as keyboard press, like blockkeys doesn't work
And if i move the stick in all directions, finally detect xbox input but laggy and controls freeze. after more movements it returns to recognize as a keyboard and i can navigate in menus.
I have keyborad+ipac
Your v15 version solve my problems with v14 in all other games but in injustice2 (and mk11 that uses the same engine) it doesn't work well
Dll activates but for some reson, key presses and joy emulated presses enters in conflict or something
Thanks for efforts, i asume this is very rare and only with keyboard+ipac combination
0 -
hace 2 horas, bryhud dijo:
yes you can specify individual config files per gameif this is keyboard2xinput, i found it and needs to install a driver
With x360kb is no need, dll's do all the job
1 -
En 29/6/2021 a las 4:10, ducon2016 dijo:
Use 64bit xinput9_1_0.dll
[Options] UseInitBeep=1 Log=0 PadCount=2 HookAllXInputDLLs=1 BlockRawInput=1 BlockKeys=1 CloseProcess=1 CloseWindow=0 CloseKey=Esc FilterOtherPads=1 DisableDI8Keyboard=0 RemapMethod=0 HideMouse=1 HideTaskBar=0
sorry but in my case, game always detect first keyboard. If i go to config controller, both x360 emulated controlers are present but always keyboard go first in input press
Is like blockkeys is not working
in both injustice2 and mk11
I apologices for been insistent
0 -
sorry refloat this thread
With v15 all runs ok, even doa6 but...
With mk11 and injustice2 even if i block keys, game allways detect keyboard first
Game detects 3 inputs. Keyboard / xbox360(1) /xbox360(2)
I have 2 xbox 360 pads with x369kb
But any button or direction i press, the game thinks is always keyboard. Some times after much press it detects some button press
0 -
En 27/6/2020 a las 3:58, Bochi dijo:
salut les gars quelqu'un a fait travailler Skull Girls 2nd encore?
Try with this ini and dlls
0 -
thanks ducon2016
Tried unity game like cuphead and works fine with blockraw=3
And doa5 with dinput all ok
Now i can uninstall vjoy
2 -
hace 52 minutos, ducon2016 dijo:
it works.
3 games of 64bit tested an all ok
1 -
hace 3 minutos, ducon2016 dijo:
I tried something in the code. There is a known performance issue with the keyboard hooks, the code assumed a case would never happen but unfortunately it did, so cleaning it up. Will publish all dlls later today.
thanks, really appreciate your help
0 -
hace 10 horas, ducon2016 dijo:
Not sure what it is, try this https://cdn.discordapp.com/attachments/401433952239484929/738126213700255825/xinput1_3.7z
It wooooooorks!!!!!
What you have done?
Can you do the same to all other dll (32bit and 64bit)?
Thanks
0 -
hace 1 hora, ducon2016 dijo:
Your config has log=1 and padcount=2 when you only have one defined. Try to set log=0 and padcount=1. I tested your files and everything works fine. Also try with all the options to see if it makes a difference
[Options] UseInitBeep=1 Log=0 PadCount=1 HookAllXInputDLLs=0 BlockRawInput=1 BlockKeys=1 BlockKeysDelay=0 CloseProcess=1 CloseWindow=0 CloseKey=Esc FilterOtherPads=0 FakeXInputPads=0 HookFastProx=0 SetPropertySuccess=0 DisableDI8Keyboard=0 DI8Range=0 RemapMethod=0 HideMouse=0 HideTaskBar=0 HideDLL=0 Steam=0 AnalogRange=1.0
i do it and nothing.
Is not in config files. Is someyhing on dll that conflicts with my arcade cabinet. On my other pcs no problem
But original x360kb and vjoy+x360ce works on my arcade cabinet, so is something like how this new x360kb (all dlls) is capturing keyboard inputs
0 -
hace 3 horas, ducon2016 dijo:
I understand the problem, just trying to find out what it could be. Where did you put the dll and config file? Which folder?
Hi, is not a folder problem.
I'm testin with xinputtest.exe and in my regular pc all ok, but lag and stuck in arcade cabinet
I uploaded a zip with the files, if you launch xinputtest.exe you can move left analog with arrow keys and all ok, but in my arcade the problem mentioned
0 -
hace 6 horas, ducon2016 dijo:
1. Which version of the dll did you use for SFV x86 or x64?
2. In which folder did you put the dll and x360kb.ini?
I just tested and it works here, I also have an ipac and a keyboard connected with no lag. Did you make sure that vjoy is disabled? double click the vjoy icon and untick the enabled box
Yes, dll works. I put 64 version of 1_3
The problem is not that dll not work, it does and captures the input keys but...... with a lot of delay and controls stuck in a position or button pressed
Dll is operative but for some reason on my arcade cabinet with 2 keyboards (1 normal + ipac) response is with much delay and stuck problem
Original dll and vjoy+x360ce not have this problem
I already have disabled vjoy and no luck
0 -
hace 1 hora, ducon2016 dijo:
SFV the PC version or the Arcade version with JConfig?
pc version.
In my regular pc all ok, any game with the correct of your dll (32/64 bit). And "xinput test.exe" with your 1_3.dll 32bit all ok
But in my arcade cabinet, your dll loads and capture inputs from keyboard logitech connected and ipac (arcade control connected like another keyboard) but with insane delay and controls tends to stuck.
In this same arcade with original x360kb and with vjoy + x360ce no problems
Is somenthing in this new dlls that enters in conflict with somthing, dll activates and capture inputs but useless due to lag and stock problem
Thanks for the help
0 -
hace 9 horas, ducon2016 dijo:
I use the new version on all my games. No issue whatsoever so give me the exact game you use, and the exact version of dll. I cannot help you if you cannot provide specific information.
The ini i send you is for sf5
The test i making is with 1_3 dll 32 bit and program xinput test, here i can see the controls responding laggy and been stocked all the time.
In another pc all ok with your dll, the problem is only on my arcade cabinet. But in the cabinet original x360kb has no problem and vjoy and x360ce have not eather
Thanks
0 -
hace 24 minutos, ducon2016 dijo:
Where do I find S.O Retroos? What dll do you use? what version x86 or x64?
Seems like you are using an OLD version of x360kb BackgroundMode does not exist for a long time. Try the latest version I just uploaded.
forget background
I'm using v14 and with x86 and x64 the same. But if i use the original 32bit x360kb no problem
Something is interfering with the new dll any i use, 32 or 64 , 1_3 or 1_4 allways the same
With vjoy and x360ce no problem and with x360kb original all ok, but with original version 64bit games doesn't work and i have to use vjoy and x360ce
I don't know where is the conflict or how to solve it, when i see the log, seems that is responding but much lag and controls tends to lock pressed for a while
Thanks for trying to help me
0 -
hace 6 horas, ducon2016 dijo:
Give me all the details please, I cannot help you if you do not provide all the details. Give me the complete config file. Did you turn log on by any chance? Make sure log=0
thanks for helping me
The details are: S.O Retroos (windows 7), logitech usb keyboard and ipac for arcade controls
If i change blockrawinput no difference. dll activates but i suppose any conflict that makes that response is with more delay and stucks in a direction, with buttons the same. I push a button and respond after 5 o 6 presses. And stucks
With original x360kb no problem
I tested on my regular pc with only one keyboard and all ok
ini detail:
[Options]
UseInitBeep=1
Log=0
BackgroundMode=1
PadCount=2
BlockRawInput=0
BlockKeys=1[PAD1]
Start=1
Left Analog Left=
Left Analog Down=
Left Analog Right=
Left Analog Up=
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
A=v
B=b
X=z
Y=x
Left Shoulder=c
Right Shoulder=n
Left Trigger=
Right Trigger=[PAD2]
Start=2
Left Analog Left=
Left Analog Down=
Left Analog Right=
Left Analog Up=
Right Analog Left=
Right Analog Down=
Right Analog Right=
Right Analog Up=
D-Pad Up=r
D-Pad Down=f
D-Pad Left=d
D-Pad Right=g
A=s
B=i
X=q
Y=w
Left Shoulder=a
Right Shoulder=k
Left Trigger=0 -
hace 13 horas, ducon2016 dijo:
What game? What version of dll x86/x64? what dll? share your x360kb.ini
Any version 32/64
Always the same, controls response is very delayed.
I've tried with sf5 win dll 1_3 64bit and a ini with only rawdata=1 and pad1 config and the same
Control respond the first moment and after that big delay
0 -
hi, i have a big problem
In my arcade i have a usb keyboard + ipac
With new versions of x360kb the dll activates and when i press keys emulated x360 controller responds with a very big delay and dpad o left analog doesn't return to center
With original version i don't have this problem.
I tested all combinations in the ini but no luck
Any suggestions?
best regards
0
Simulate X360 controllers when you just have a keyboard
dans TUTO
Posté(e)
hi again.
Any solution for "vengeance hunters" the game is 32bit and uses xinput1_4.dll
But i can't get it to work. Only detects my keyboard. No xbox360 controllers.
I tried sdl2 from tmnt but obviusly doesn't work because is 32bit
Any solution?
Best regards