Can you fix this to where you can also use Nintendo Switch Pro Controllers? It seems to crash when I try using one. Also, Any info on how to use the triggers, analogs, and D-Pads?
Can you fix this to where you can also use Nintendo Switch Pro Controllers? It seems to crash when I try using one. Also, Any info on how to use the triggers, analogs, and D-Pads?
If you hop on the Clickteam Discord, I can build a debug version and we'll see what's crashing it. I don't have a Switch Pro to test with.
First of all, thank you so much for the extension.
I'm using Dark Edif variant (build 8) and while ps4 joypad works flawlessly, i'm experiencing some sort of lag with keyboard.
If i use joypad for one player and keyboard for the other ones, sometimes both key is pressed and (negate) key is pressed didn't trigger at all.
is there something that i could check?
Thanks again.
Try using Control X, folk seem to get better responses with SDL Joystick + Control X.
Thank you Phi!
It works like a charm and i also added key bindings.![]()
I may explore some ini stuff now...
Man so glad I found this! If you look into Steam reviews for https://store.steampowered.com/app/7...of_the_Fallen/ many of them are negative due to the controller not working. The lack of solution really crushed my hopes for having my game truly completed. My game uses Volnaiskra(who did awesome work) Vaccine2 which I've modified to work with multiple controllers. Everything worked just fine on my computer but then after the release I learnt the hard way how unreliable the Joysitick 2 object is.
First tests of your SDL are very promising and I hope to finally patch my broken game!![]()
SDL Joystick (DarkEdif) updated to build 9 (direct download).
• Fixed Nintendo Switch controller freezing the app* on unplug - eventually narrowed it down to missing error checks when no timers are in SDL code
• Fixed error messages in custom game controller keybinding file load, when file path couldn't be opened.
• DarkEdif SDK updated from v10 to v12 - fixed Windows XP compatibility, extension update checks are stabler
• SDL library updated from v2.0.12 to v2.0.20
* = Note, on some machines, there may be still be joystick input freezing (not app freezing), specifically when running Steam and using a wired Switch Pro controller. This is from Steam and SDL apps fighting; it's a known SDL bug, not a fault of my ext itself, so I can't easily fix it.
The two workarounds are:
1) closing Steam n unplugging/replugging the controller
2) switching the controller to Bluetooth
Thanks for the update Phil.
Now i have a question that will sounds stupid for sure, but i'm missing a lot i think.
Tested with ps4 dualshock and everything is good.
Xbox controller doesn't work tho. Dunno about others.
There's a way to tell wich joypad is connected? Shoul i (how?) use the map file feature?![]()
I got another user to test - they having no issues on Bluetooth or wired.
What sort of issues are you having, and what specific Xbox controller are you using?
What Windows version, Windows 10?
Does it work with other programs on your PC?
Get device name/GUID might tell you. I don't know if SDL exposes a unique joystick identifier, it doesn't seem so, so if you have two controllers of the same type, and start unplugging and plugging back in, you might confuse things. I don't have two controllers to test scenarios like that.
Every controller should show up and provide input.
The mapping file converts various brands of game controllers to have consistent input, much like Steam does with their steam controller setup tool. For example, if a controller has four direction buttons, and another uses ABXY in the same location on the controller, a mapping will change the input from one to the other before it reaches your program, so your program only has to deal with one controller, so to speak.
It might be useful to offer mapping file loading to the user, but most users won't need it. If you're tempted to support all off-brand controllers anyway, there's a public mapping (you want to load the gamecontrollerdb.txt file).