It should be noted that in my previous post, I'm merely speculating that they're going to do X and Y axes and leave it at that. But it certainly comes across that way in the blog post.







It should be noted that in my previous post, I'm merely speculating that they're going to do X and Y axes and leave it at that. But it certainly comes across that way in the blog post.


Can somebody summarise the issue(s) both within Steam and outside of Steam definitively? I an unable to replicate any of these issues on my own setup.
Perhaps we can all throw some ideas around as to how best to overcome this. For me, being unsure that players will be able to use a controller is pretty serious.




Found an older forum post of mine summarizing my findings; I forgot the issues only occured with multiple gamepads connected, sorry for that.
Here are some findings for the current version of joy2, I'll see if I find a time slot to create a separate .mfa for testing, but I cannot promise atm cuz I've some daunting deadlines to fulfill. --> edit: still have no time
Xbox gamepad object: Will always work correctly, key rebinding on Steam included, for both real Xbox controllers and devices emulated as Xbox input, also a combination of both is good
Joy2: For only ONE gamepad connected + Steam configuration, it now seems to read out correctly for any device I checked (checked Xbox, PS4 and a generic gamepad)
Joy2: If 2 gamepads are connected and at least one of them is no real Xbox controller (but some other device emulated as Xbox), one of the controllers will randomly stop working or provide false inputs, while the other one still works.
Very important: This issue will appear outside the Steam environmet too, for example if you connect Xbox controller plus PS4 controller with DS4 emulation.
I also tested the following cases for Joy2 with Steam configuration enabled.
Xbox + Xbox: OK
Xbox + PS4: Fail
PS4 + Generic: Fail
Xbox + Generic: Fail
Conclusions:
With the present controller emulation options provided on Steam, @raxabit ist right. If a readout pattern using Xbox gamepad object is implemented, players will get their devices to work within Steam. Joy2 seem obsolete and may produce severe issues if more than one gamepad is connected and Steam configuration is enabled. It seems to work fine for only one connected device tho.
Outside the Steam environment and its emulation options, Joy2 is still needed to support generic controllers. In case more than one gamepad is connected, and at least one of them is emulated as Xinput, the same issues as on Steam may occur.
Joy2 extension seems to have a specific problem with multiple gamepads that use Xinput emulation.


Fantastic summary - thanks for taking the time to write that... and if Steam configuration is disabled for the game on Steam, would you left with, effectively, the non-Steam situation?




The point that seems to break it for Joy2 is always XInput emulation + 2 Controllers, no matter where that scenario happens. For example, if I play my game stand-alone on desktop and Steam client with a gamepad configuration is running, it will mess even the desktop version up. Also having Steam configuration disabled, but DS4 emulation active on your machine will cause issues on Steam too. Honestly, I would not care that much if Outbuddies was not a CoOp game xD. I think for SP games a help topic addressing the issue on Steam may be enough.












Would the DLL object be able to retrieve device names?..
I was going to start playing around with it but I have never used it before.







Speaking of DLLs, I remember that long ago I read somewhere that it helps with compatibility to include xinput1_3.dll in your game folder, which I've always done ever since. Does that make any different to the problems, @Julian82 ?




Nope, not for me at least. Probably cuz it’s not XInput related. I do include this think too tho![]()


Hi,
I have released Dungeons of the Fallen last Saturday. It is supposed to be a 4-player couch coop game but due to Steam meddling with the configuration many of the players can't get even one controller to work. I've got LOTS of refunds due to that. Almost nobody wants to play using keyboard + mouse and coop is impossible without controllers.
I used Volnaiskra solution(based on the joystick extension) and with some copying&pasting (each player has its own objects that store controller values) the controllers work great with zero issues at all. We've had lots of fun playing the game together with my friends. We used both xbox and ps4 controllers.
Unfortunately it was after the release when I found out that something like Steam Controller Configuration exists. I wrote to Volnaiskra for help and he showed me this topic. Now I realized that all coop tests we've done were without Steam so when I get home I need to also check how the game behaves with four controllers+Steam.
I'll let you know of my findings. I will probably create a new topic so maybe we can get Clickteam help. I've put a lot of heart and thousands of hours of evening/weekend work in my game. Players that get past the initial issues report that the game is awesome and provides a lot of fun.
It is my fault that I released the game too soon without proper testing but I was overworked as hell. It took me over 3 years to finish the game and the month before release was pretty hardcore. Almost everyday in September was a 7 to 23 crunch.
There are several other issues with the game like fps drops on some computers, inaccurate aiming and not intuitive default control mapping, but these I should be able to alleviate with a bit more work. I strongly hope the controller issues can be resolved too.
You can check the game here: https://store.steampowered.com/app/7...of_the_Fallen/