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#1
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I am SURE I am not the only one to have this problem, however every thread I have seen on configuring controllers has been about the specific keybinds rather than my problem.
I have 4 Xbox 360 wireless controllers for Windows. The all use a single receiver plugged into the PC (HTPC) VIA USB. At first, I was using Jabo's (sp?) controller plugin. If all 4 controllers were on, I was able to configure them all and run games fine. However, if less than 4 controllers were on at the time of the emulator starting, the settings would change and the controllers that were not active would become disabled in the config, I would need to re-enable them (this is not ideal as this is an HTPC .. I almost never have a mouse/keyboard plugged in and waiting to fix stuff). So I switched to the NRage plugin. I see now there's a version 2.0, I think I have 1.8. I will have to test 2.0 when I get home. However, this problem may still exist. I am able to configure all 4 controllers just fine. The problem starts when I have less than 4 controllers plugged in. If I start the game with controller 1 and 2 active, controller 1 will perform controller 1, 3, and 4's input. That is to say, the game thinks controller 3 and 4 are also active and controller 1 is controlling them. This is an issue when N64 menus can be navigated through by all players (Ex: In MarioKart64, when selecting the # of players, if I press right once, it moves right 3 spaces). As far as the controller name goes, they are all identical.. but there's obviously some unique ID to them as the plugin is able to identify them as long as they're all plugged in. However, it seems to make some assumptions if they are not all plugged in. (By "plugged in", I mean the controller has been turned on and Windows knows it is active). Any thoughts on how this should be handled or if the 2.0 version would improve on this? Thanks, Jeremy |
#2
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Try 2.3b
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#3
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2.3b? Wow.. I'm way behind. I'll give it a go and report back tonight with my findings. Is there an official NRage page somewhere that the latest stable/beta versions are updated?
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#4
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#5
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the current svn code includes a change to stop a disconnected control from crashing the emulator, but i haven't released a corresponding version yet.
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CPU:Intel Xeon x5690 @ 4.2Ghz, Mainboard:Asus Rampage III Extreme, Memory:48GB Corsair Vengeance LP 1600
Video:EVGA Geforce GTX 1080 Founders Edition, NVidia Geforce GTX 1060 Founders Edition Monitor:ROG PG279Q, BenQ BL2211, Sound:Creative XFI Titanium Fatal1ty Pro SDD:Crucial MX300 275, Crucial MX300 525, Crucial MX300 1000 HDD:500GB Spinpoint F3, 1TB WD Black, 2TB WD Red, 1TB WD Black Case:NZXT Phantom 820, PSU:Seasonic X-850, OS:Windows 7 SP1 |
#6
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thanks goodness
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#7
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2.3 should fix the ops issue though, since 2.0+ binds input to the GUID of the controller
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CPU:Intel Xeon x5690 @ 4.2Ghz, Mainboard:Asus Rampage III Extreme, Memory:48GB Corsair Vengeance LP 1600
Video:EVGA Geforce GTX 1080 Founders Edition, NVidia Geforce GTX 1060 Founders Edition Monitor:ROG PG279Q, BenQ BL2211, Sound:Creative XFI Titanium Fatal1ty Pro SDD:Crucial MX300 275, Crucial MX300 525, Crucial MX300 1000 HDD:500GB Spinpoint F3, 1TB WD Black, 2TB WD Red, 1TB WD Black Case:NZXT Phantom 820, PSU:Seasonic X-850, OS:Windows 7 SP1 |
#8
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My keyboard plugin should fix the OPs issue, as it uses a superior controller device.
That exotic stuff is just too unpredictable these days. Or a RawInput plugin might have less conflicts with these GUID issue reports. |