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DaFees
8th June 2010, 04:50 AM
Hello,

Before you go getting all excited saying that there is already plenty of controller layouts and such for PD, let me explain. I've recently been playing PD on my friends 360 in HD and well at first I was worried. Up to this point all I knew was Halo 3 on the 360 and the controller scheme for that game sucks in my opinion. I started playing the game using it's "classic" scheme and was quite pleased with the experience. Since then I have been trying to recreate that scheme on the n64 version but it's just not perfectly possible, especially in multiplayer. The biggest limitation is that the original n64 controller never had dual analog sticks.

What I want is to have the one stick be used for walking / strafing and the other stick be used for looking around (up/down + turn left/right). I can have one work smoothly but the other not. I can have the look be smooth the movement not.

Skip the story here's what i want:

(Using a 360 controller on the PC) I want the left stick to be used for movement forward/back and strafe left/right, but I must be able to go left and up or right and up or back and left or back and right at the same time (my only current limitation). In addition to that the right stick allows me to freelook as in I can look up,down,left,right or in any of the diagonal directions.

If only nrage's plug-in could allow me to define the diagonals of a stick that when pushed it would be as if I pressed up and left or up and right at the same time.

I know this could be done in single player, but that requires the usage of two controllers slots, and it isn't an option in multiplayer so this idea fails anyways.

Can this be done or is it not possible yet.

Carocrazy132
9th June 2010, 06:43 AM
I literally just made an account for the specific reason of posting this request.

I prefer a modern dual stick layout that allows me to aim instead of using the auto-aim, which the n64 almost HAD to do. I can switch the keys up so that it is:

L: right joystick left
R: right joystick right
U: left joystick up
D: left joystick down
C-L: left joystick left
C-R: left joystick right
C-U: right joystick up
C-D: right joystick down

and that gives me the control STYLE I want. But not the control I want, because the vertical looking movement is still too slow.

EDIT: Got it working, here's my controller setup for 360 controller:
http://img101.imageshack.us/img101/3464/controlsb.png

If you don't understand the Rx-, etc. notation, I'll put it in text:

L: right joystick left
R: right joystick right
U: right joystick up
D: right joystick down

C-L: left joystick left
C-R: left joystick right
C-U: left joystick up
C-D: left joystick down

Basically just use the left joystick as the c buttons and the right joystick as the main 64 joystick.

DaFees
9th June 2010, 04:17 PM
I believe I have the exact same controller scheme (check my attached image below to be sure), but it doesn't work. If I press a diagonal on the d-pad it will go both directions of the diagonal: Example, if I press diagonal up and left then my character will strafe left and walk straight. However if I press diagonal on the thumb stick my character will just stand perfectly still.

I am asking is there anyway I can set things up so that when I press diagonal on the thumb stick my character will move in the directions it should rather than just standing still?

Carocrazy132
9th June 2010, 06:32 PM
Something I forgot to put in the last post: use the 1.2 layout.

I switched to N-Rage's plugin and yes, we're using the same controls. It is working like a charm for me.

DaFees
10th June 2010, 09:46 PM
I do not think you understand. I get that we have the same layouts both via the plugin and in the game, and it's fine if it works for you, but it doesn't work for me and I think you don't understand that.

On the Xbox360. If I press diagonal up+left on the left thumbstick my character will MOVE UP and STRAFE LEFT. As for the right thumbstick my character will look around freely!

As for the N64. If I pres diagonal up+left on the left thumbstick my character will STAND PERFECTLY STILL. As for the right thumbstick my character will look around freely.

The issue is is that either the plugin or the game does not know how to read diagonal input on a thumbstick. If I use the d-pad it works fine, because when using the d-pad if I press diagonal up+left, then my character will MOVE UP and STRAFE LEFT.

I am asking if there is a modifier, updated plugin, or improperly configured setting that would make it so that when I press diagonally on the left thumbstick the character should move accordingly.

*For reference I should note that the right thumbstick is used as the n64 controller's analog stick and the left thumbstick is used as the n64 controller's c-buttons.

Truth Unknown
14th June 2010, 06:02 PM
Seems like the minimum threshold for the enabling the button is not reached since the Xbox 360 does not use the full range of the X and Y axis plane somewhat. Basically it has a range of a circle in side of a box, and as you can imagine, the corners are not touched. So when you press diagonally on a thumbstick, its not fully using range of the X or Y axis.

So now, the best way to get the most of the range the controller has is to calibrate it. This way windows will know how far of a range each axis has, now this won't fix the corner problem. But this will push the circular range out to the edges of the square plane that X and Y use. Maybe far enough to reach the threshold to have a button pushed.

Also you can use an alternative driver that will support full range axis planes. In particular one that gets frequently pushed by our local Squall here. XBCD, found here: http://redcl0ud.1.forumer.com/index.php?showtopic=2155
Now there is the problem of unsigned drivers depending of the type of OS you use, but there are workarounds for it.

DaFees
22nd June 2010, 06:34 AM
Sorry for bringing this back up, but you know what is funny. I switched back to the original nrage plugin that comes with 1.6 instead of using the latest v2 beta and surprise surprise my diagonal input is recognized. So it has nothing to do with calibrations or only using official drivers instead of custom drivers. The plugin was the issue.