And a separate thing: what about 3D platformers like Crash, Spyro, Mario, Jak, Ratchet, Sly and many more, which require analog controls? Keyboard is enough as well? What about 3D action-platforming-brawler games like Soul Reaver, 3D Castlevanias, Derpsiders, etc.?
Or maybe you hibernated through last ~15 years and somehow skipped Mario 64 and games that came after it?
Wait, you play platformers that require pressing all 4 directional buttons at the same time? Interesting. So far I've only heard of games that require 2, which leads to Saturn d-pad > Playstation d-pad statement (combos in SF games, etc.). Well, you learn something new every day.keyboard is superior to dpad because you can use 4 fingers and be faster/more precise
If by "proper 3d" you mean 3D game with crosshair aiming, then sure. But 3D brawlers / platformers? You can move up/down in many of them, so aren't they "proper 3d" as well? If not - and a game is "proper 3d" only of it really uses the Y axis for something relevant (except aiming), then System Shock, Alien vs. Predator and Duke 3D are "proper 3D", while SS2 and Quake aren't. Fuck, maybe only Descent is "proper 3d"?proper 3d - keyboard + mouse
KB? Really? Using keyboard for aiming in Y axis? No analog movement?shit 3d - either keyboard or arcade stick works better than gamepad
Yeah, sure. I've played my share of 3D games so I know that controlling movement speed via analog stick is certainly a "gimmick". (Some) analog joysticks are more precise OFC, but... Isn't analog control of your airplane / ship just a gimmick too? Is it really that important? Your logic at work...analogue movement is used only for gimmicks because the sticks are terrible at precision
I don't like "A" so "A" is shit, and I'm an elite individual by not liking "A".You need to deliberately fuck up the control scheme for other devices in order for the gamepad to be better.
http://www.merriam-webster.com/dictionary/freedomNo fucking retards PC is not about choices,it's about design and freedom.Fuck all platformers no one cares about them.Any UI that is designed around controller is pure cancer and still better played with mouse,because you don't have to push down/up 15 times to reach something that takes one click with the mouse.Clunky radial menus instead of clicks and key numbers,retarded list inventories and shit goes on and on.
Joystick is not the same as gamepad,no one design around them anymore.It on the level of wheels ,nice peripheral that has a niche and that's it.
Definition of FREEDOM
1
: the quality or state of being free: as
a : the absence of necessity, coercion, or constraint in choice or action
The fuck? There was a period when PC games were experimental and ground-breaking. But it's p. much gone.No fucking retards PC is not about choices,it's about design and freedom.
"I don't play mouse-controlled PC strategy games, therefore PCs, strategy games and mouse-control are shit."Fuck all platformers no one cares about them.
Pad-oriented consolitis cancer:Any UI that is designed around controller is pure cancer and still better played with mouse,because you don't have to push down/up 15 times to reach something that takes one click with the mouse.
I think both hardcoer arcade fags (SHMUPS) and flight/space sim fags still do.Joystick is not the same as gamepad,no one design around them anymore
Well, PC is certainly winning in the area of niche peripherals, my son:Nice peripheral that has a niche and that's it.
Thanks for sharing, bro. But maybe try posting something less pointless next time. "Gamepads" go waaay back in "computer gaming":I always thought that gamepads were created for people who have crab claws instead of hands . You know , so they can insert a gamepad in them and press all buttonts at once.
Most people probably have some PC-minority complex. Everything what is slightly related to consoles are LOLsucks, even if it is only a gamepad. What is funny that gamepads were always available for computers, even before consoles became popular.It's funny (?) and very typical for the 'Dex: I made a thread about making joysticks and gamepads work, using my gamepad as an example. What I got was a lot of people posting "Gamepads sux, PC FTW!!1!". Well... it can be discussed, but what does it have to do with anything? You are teh elite, I got it.
It's like making a thread about anal sex and ending up with edgy christians threatening homosexuals with hell. I mean - both subjects are somehow related, but it looks like somebody has some Freudian shit going on... Or maybe simply cannot read.
Who said anything about "at the same time"? Whenever you need to change directions in quick succession you're much faster using 4 fingers than your thumb. Hell the combos you brought up (even though fighting games are not platformers) are executed a lot faster and 100% precise on a keyboard.Wait, you play platformers that require pressing all 4 directional buttons at the same time? Interesting. So far I've only heard of games that require 2, which leads to Saturn d-pad > Playstation d-pad statement (combos in SF games, etc.). Well, you learn something new every day.
We were talking about platformers right? Not like anyone sane would play simulators on a gamepad...Yeah, sure. I've played my share of 3D games so I know that controlling movement speed via analog stick is certainly a "gimmick". (Some) analog joysticks are more precise OFC, but... Isn't analog control of your airplane / ship just a gimmick too? Is it really that important? Your logic at work...
I meant different control scheme between gamepad and keyboard. I even gave an example, yet you proceed to shit talk without bothering to check what it was.I don't like "A" so "A" is shit, and I'm an elite individual by not liking "A".
Grow the fuck up.
Some people would disagree with you. By your logic, these Japanese arcade beat' em up tournaments would've been easily won just by using KB to "execute combos a lot faster and 100% precise".Whenever you need to change directions in quick succession you're much faster using 4 fingers than your thumb
OK. But that's not any "proper 3d" but simply FPS M+K control scheme. The best way to control a FPS game.By proper 3D I meant "+mlook" behavior instead of the autistic shit some designers manage to implement.
Not like anyone sane would play simulators on a gamepad...
"Devs are dumbing down their games, it's all gamepads fault. And consoles."You need to deliberately fuck up the control scheme for other devices in order for the gamepad to be better (ex: blaze rush).
Much better than KB for many games. If you don't use them for such games, fine. But turning your preference:I enjoy gamepads for what they are. I just don't delude myself they are more than the lowest common denominator of control devices.
Into some general rule?Gamepads aren't optimal for anything
Good old Zelda - OoT had 3 speeds AFAIR. Plus there's movement acceleration, used precisely for analog pads / joysticks. That's why you have to disable mouse acceleration in shitty PC ports (aiming). Good luck with your Shift there.I don't remember any games where more than 2 speeds mattered and that's handled by something like a shift modifier without issue...
mobygames said:The Good
It's a love story. Yup, it's a love story with memorable dramatic scenes and brilliant execution in both storytelling and gameplay. The game continues where the StarCraft II: Wings of Liberty ended and Kerrigan was finally back to being a human... well, more or less. Her cool zerg hair and certain powers were still present, but she was no longer the Queen of Blades. Things turn for the worse, and believing that Jim Raynor died, any though of her settling down with her current status was flushed down the toilet and she was back on the course of vengeance and regaining her powers. And boy, how well was all that executed. The story. The story is simply sublime and this add-on makes a perfect balance of not bugging you with key story dialogues during gameplay which would be unnoticed during your concentration on the gameplay.
Now the gameplay, that one is second only to the story. Kerrigan stars as a slightly-stronger-than-regular-unit hero character, and over time becomes so powerful you can level bases with her alone. Don't worry, it was all done right and nicely balanced. You obviously cannot just go in the middle of enemy base or attack alone and hope to survive, but you can prod and strike from the distance and occasionally dash right into the heart of the enemy as long as you keep track on your health bar and have a few regular units to distract the enemy and aid you in your combat as your special powers too need time to recharge, although they do recharge much faster than your health.
Level are very versatile and you'll be surprised with ares and creatures you'll meet. And if you think you've seen it all by playing the Terrans in the first part of the trilogy, you've got it all wrong. There's plenty of new units and upgrade system is great to work with. Your swarm evolution can be ticked in a wanted direction, but once you select the strain you want there's no going back and changing it as you like. That is really great, imho, as having too many options can only be distracting. Dialogues with your comrades and lieutenants during mission briefings are also very interesting and overall level of details on Kerrigan, in any form she currently is is simply stunning.
She is drop dead gorgeous, even more than on the Brood War splash screen. Exotic to the max and Tricia Helfer's voice works just like a charm. While in-game soundtrack is on the level, I cannot think of a tune that would stand out, but the score in the cutscenes is really great and emphasizes every situation and dialogue perfectly, far surpassing those in Wings of Liberty, but that might be more to the fact the story itself has much better premise as it combines love, compassion, combat, brutality and vengeance.
BROs, how about a nice cup of tl;dr ?
Advanced options (button / axis remapping, deadzone) for all types of joysticks / gamepads
In my case it's good old Dual Shock 2 gamepad for Playstation 2 (2 x 2axis a-stick, 10 buttons, 4-directional d-pad):
Plus simple PS2 -> USB adapter (no Win7 drivers for this bitch):
So, you have some simple gamepad, with close to zero configuration options (cheap shit, no drivers for newshit OS):
Yet you want to change some of its options? Well, it's possible...
A) Gamepad is DirectInput only, game is Xinput only
You will need an XInput emulator, preferably x360ce. Newest versions require .NET 3.5 or .NET 4.6.
Extract it to the game's .exe directory and launch. You'll get this:
Create the dll (some old games require different type / name of dll - more on this later). You can check if your pad is in the Internet database:
But most likely you'll have to configure it manually.
Before:
After:
You can map buttons in any way you want, set deadzone, sensitivity, etc., etc.:
If your game requires older/newer version of XInput .dll, there's special section for that:
That is all.
B) Gamepad is DirectInput or Xinput, game is DOS-only
You'll have to use DOSBox.
All versions of DOSBox have inbuilt Mapper, accessed by pressing CTRL+SHIFT+F1:
But first, enable joystick emulation in dosbox.ini:
PROTIPCode:[joystick] # joysticktype: Type of joystick to emulate: auto (default), none, # 2axis (supports two joysticks), # 4axis (supports one joystick, first joystick used), # 4axis_2 (supports one joystick, second joystick used), # fcs (Thrustmaster), ch (CH Flightstick). # none disables joystick emulation. # auto chooses emulation depending on real joystick(s). # (Remember to reset dosbox's mapperfile if you saved it earlier) # Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none. # timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away). # autofire: continuously fires as long as you keep the button pressed. # swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks. # buttonwrap: enable button wrapping at the number of emulated buttons. joysticktype=auto timed=false autofire=false swap34=false buttonwrap=false
If you want to use exclusive hat instructions (game supports joystick's hat and certain events ingame can be done ONLY by using the hat), switch to:
This will enable direct hat emulation:Code:joysticktype=fcs
This is not required if you want to use d-pad / hat to perform some event which is done ingame by pressing any other input device than the hat.
For example, if you want to map your "d-pad up" gamepad button to the "a" keyboard input, any joystick type will do.
Now you have to map buttons to inputs.
For example: you want to use "a" keyboard input with the "d-pad up" button (pressing "d-pad up" leads to the game receiving the "a" keyboard input).
1) Click "a" on the Mapper's keyboard display:
As you can see, "Event: key_a" ("a" keypress ingame) is bound to "a" button on real keyboard ("BIND: Key a").
2) Click "Add" to add second binding to the event:
3) Press "d-pad up" on gamepad:
That is all. Repeat with other buttons / axes.
PROTIP
In most cases, you don't need most of "virtual joystick" settings. It's better to map gamepad binds to keyboard events.
For example, Archimedean Dynasty supports 2axis analogue joystick with four fire buttons:
But what if you want to use these buttons to perform some other actions / use more buttons? Well:
1) Remove ALL "virtual joystick" binds in Mapper, except the analogue movement (Axis 1/2: X+ X- Y+ Y-):
In case of AD, it boils down to removing all "Fire" buttons (1-4), since 2nd axis isn't supported anyway. Like this:
2) Now add gamepad binds to any virtual keyboard / joystick events you want.
My Archimedean Dynasty input:
Looks like this on my gamepad:
Code:left a-stick: analogue joystick (ship's direction) [only thing controlled by analogue "virtual joystick" events] triangle: q (afterburner) square: enter (next torpedo) circle: tab (fire torpedo) cross: space (fire gun) R1: a (max acceleration) R2: z (max deceleration) L1: l (lock reticle object) L2: u (lock nearest enemy) Select: t (lock next sensored object) Start: p (pause) d-pad up: n (next navpoint) d-pad down: alt+n (lock navpoint) d-pad left: g (lock next incoming torpedo) d-pad right: j (lock next attacker) right a-stick up: keypad 1 (target chase view) right a-stick down: keypad 0 (player chase view) right a-stick left: keypad 7 (target camera) right a-stick right: keypad 5 (player camera)
This part:
requires two events ("left alt" & "n") bound to one bind (real gamepad's d-pad down):Code:d-pad down: alt+n (lock navpoint)
This way, pressing "d-pad down" will result in pressing "alt+n" on virtual keyboard.
As you can see, I can control the game almost exclusively via gamepad...
But there's one problem with regular DOSBox... No fucking deadzone!
This is fucking outrage. In case of many games (X-wing for example) this leads to ship drifting away slightly - virtual joystick is too sensitive / real gamepad is too loose and you can do shit about it (enabling timed intervals won't help):
But there's a solution!
Just grab a special build of DOSBox from David Walter Development page:
DosBox DWD
It has some audio fixes for Terra Nova and Wizardry 6&7, but the most important thing is a joystick deadzone patch.
Just set your preferred deadzone in dosbox.conf:
From my experience, even 5% of deadzone is enough to fix the drifting in X-wing.Code:[joystick] # deadzone: specify the percentage of motion to ignore. Use 100 for a fake digital effect. deadzone=5
BTW, my X-wing gamepad input looks like this:
Code:left a-stick: analogue joystick (ship's direction) [controlled by analogue "virtual joystick" events] triangle: x (firing settings) square: w (weapon settings) circle: ctrl (keep pressed and use left a-stick to roll) cross: fire [controlled by "virtual joystick" event] L1: r (target nearest enemy) L2: x (previous target) R1: s (shield settings) R2: t (next target) Select: shift+a (assign target to wingmen) Start: p (pause) d-pad up: i (identification / targeting mode) d-pad down: . (cockpit on/off) d-pad left: f9 (laser recharge rate) d-pad right: f10 (shield recharge rate) right a-stick up: ; (shield energy to lasers) right a-stick down: ' (laser energy to shields) right a-stick left: - (decrease throttle) right a-stick right: + (increase throttle)
Only one thing left...
C) Gamepad is DirectInput or Xinput, game is Windows only
Well, now shit gets tricky... You will need two things, this:
vJoy
So, it's basically a framework for virtual joystick.vJoy is a device driver that bridges the gap between any device that is not a joystick and an application that requires a joystick
And also this:
Universal Joystick Remapper
So, it's a virtual joystick.- Uses the free open source app vJoy to create a virtual joystick
- Configure UJR to tell it which physical joystick axis/button controls which axis/button of the virtual joystick - each axis and button of the virtual stick can be mapped to a different physical joystick
How does it work? Well, when using real joystick / gamepad, stuff works like this:
Code:hardware (pad) -> API (DirectInput / XInput) -> software (game)
And when using the above programs, it changes to something like this:
Code:hardware (pad) -> API (DirectInput / XInput) -> wrapper (vJoy + UJR) -> software (game)
Or something.
Anyway:
1) Install vJoy. You will end up with second joystick:
2) Run "Configure vJoy" app. Enable required axes, buttons and hats:
Consult your real gamepad properties to learn what should be enabled:
Virtual pad's properties should look p. much the same as your real one's:
PROTIP
Experiment with different axes / hats in case of trouble (application doesn't recognize it). I had to use Continuous hat to make it work.
2) Extract UJR somewhere convenient. It has to be running in the background to work. Run it. Configure all axes (+ deadzone, sensitivity, etc.):
Buttons:
And hats:
You're pretty much done now. Just remember that now you have TWO gamepads, so you have to make sure that the game uses the proper one (virtual):
And not the physical one:
If the game doesn't have input device selection, you can fuck around with the default device in Win:
That allmost all. Except using normal / abnormal DOSBox.
For example, I wanted to use Daum's DOSBox for X-wing. Daum's build has additional options like quicksaves, MT-32 support and more. But it doesn't have the "deadzone" patch.
So...
D) Using vJoy with Daum's DOSBox
1) Prepare vJoy and UJR, make sure everything is configured (see above).
2) Modify dosbox.conf from:
Code:joysticktype=auto
to:
Code:joysticktype=4axis_2
With this option, DOSBox will recognize 2 gamepads, and use the second one.
3) Launch the Mapper. vJoy should now replace your physical joystick / gamepad automagically (as long as UJR works in the background):
If you still get the real gamepad as input device, you're doing sth wrong:
Old binds (made with real gamepad) should work fine, as long as you mapped virtual buttons to corresponding real buttons (real button 1 = virtual button 1). If not, modify the bindings.
And that's p. much it:
4) Run the game:
Thanks for (not) reading.
1. That's a not a gamepad.Some people would disagree with you. By your logic, these Japanese arcade beat' em up tournaments would've been easily won just by using KB to "execute combos a lot faster and 100% precise".
How exactly is gamepad better for Tekken? Do you even try to use your brain and analyze the control scheme or just because you first played those games on gamepad and it feels natural it means it's optimal?Much better than KB for many games. If you don't use them for such games, fine. But turning your preference:
Into some general rule?
What Siveon wrote. They are optimal for many games. Picking KB over pad in old Resident Evil (RER1 and 2 work great with M+K), Tekken, Sould Reaver or Zelda is IMO retarded.
3 speeds means 2 different modifiers, big deal. You lost me at the movement acceleration into mouse acceleration... .Good old Zelda - OoT had 3 speeds AFAIR. Plus there's movement acceleration, used precisely for analog pads / joysticks. That's why you have to disable mouse acceleration in shitty PC ports (aiming). Good luck with your Shift there.
Yeah. That's a digital joystick. It has digital stick as well. You wrote:That's a not a gamepad.
So d-pads in gamepads are haram, but d-sticks are kosher now?keyboard is superior to dpad because you can use 4 fingers and be faster/more precise
Looks similar to these pro-mice for l33t Quake players. Or this:
You mean this:How exactly is gamepad better for Tekken? Do you even try to use your brain and analyze the control scheme or just because you first played those games on gamepad and it feels natural it means it's optimal?
Keyboards shit on any gamepad as far as platformers go.
Gamepads aren't optimal for anything.
Analogue movement is used only for gimmicks because the sticks are terrible at precision
I your KB commitment.3 speeds means 2 different modifiers, big deal.
You can't emulate movement/aim acceleration (analog joysticks/sticks) with keyboard modifiers. You can use for example 0-33% / 33%-66% / 66%-100% keyboard modifiers (good luck with that BTW), but games using movement / aim acceleration would still feel weird as fuck IMO (how to emulate the speed of moving from one stick zone to the other?). But hey, you think fighting games are controlled better with keyboard than gamepad, so maybe it would feel great to you.You lost me at the movement acceleration into mouse acceleration...
You are objectively retarded then.Is easier to perform on KB than a gamepad? I'm not sure, but 'k. Looking forward to see all these KB Soul Calibur masters.
There are discussions about banning hitbox from fighting games without circular motions (like tekken and mk) because they are too good. Get your head out of your ass maybe.But hey, you think fighting games are controlled better with keyboard than gamepad, so maybe it would feel great to you.
So after trimming out all the bullshit you wrote, we ended up with: "For fighting games, dedicated joysticks are better than regular gamepads". Whoop-dee-fucking-doo, that's some groundbreaking discovery here.abija said:3 things about digital joysticks
You keep coming with weird examples trying to go keyboard vs analog stick when the original point was about dpad, especially the 4 button dpad from ps.
Poster is an illiterate.TLDR: buy a logitech gamepad instead if you want to play both directinput and xinput.
Even for the 2D ones, it is bullshit.Keyboards shit on any gamepad as far as platformers go.
Bullshit. Mentioned not only be me.Gamepads aren't optimal for anything
Now you flip-flopped to: "hitbox arcade is superior to dpad because you can use 4 fingers and be faster".keyboard is superior to dpad because you can use 4 fingers and be faster/more precise
Bullshit, explained.analogue movement is used only for gimmicks because the sticks are terrible at precision
Multiplatform multiplayer game used as an example.You need to deliberately fuck up the control scheme for other devices in order for the gamepad to be better (ex: blaze rush).
I do.I don't remember any games where more than 2 speeds mattered.
Now handle movement/aim acceleration, bitch.And that's handled by something like a shift modifier without issue.
Yup. Esp. in case of PC/Console-only games. Not to mention arcadefags were owning these games on original hardware without the need of specially made controllers.You're forced to play with what the arcade machines are released with, a lot of games being released earlier/only as arcade.
Yeah, sorry. Keyboard is. Ohnoes, you were talking about Hitbox Arcade from the beginning, you were simply misunderstood.How exactly is gamepad better for Tekken?