how hard would it be to code a new controler type for quake?
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how hard would it be to code a new controler type for quake?
i recently found out i could hook up my xbox 360 controler to my pc how hard would it be to code the use of it in? (i only had to install a driver for the controler to work on my pc)
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
If Windows recognize the controller, Quake can already handle it.
Quake already handle joystick input ( from IN_Commands method).
If not recognized by Windows, then it's more about how to write xbox360 drivers for windows.
Quake already handle joystick input ( from IN_Commands method).
If not recognized by Windows, then it's more about how to write xbox360 drivers for windows.
- nicolasbol
- Posts: 9
- Joined: Mon Feb 23, 2009 6:47 pm
GameSpy miniFAQ mention this:
I'm having trouble using my joystick. It's set-up in windows what is wrong?
Bring down the console (~ key) and type joystick 1.
But it's about Quake, not Dark Places.
I'm having trouble using my joystick. It's set-up in windows what is wrong?
Bring down the console (~ key) and type joystick 1.
But it's about Quake, not Dark Places.
- nicolasbol
- Posts: 9
- Joined: Mon Feb 23, 2009 6:47 pm
Afaik, all you need to do in DP is go to the control configuration menu, press enter on the bind you want to change, and press the joystick button you want it bound to. Easy as pie. About the thumbsticks I have no idea currently, experiment a bit?
I was once a Quake modder
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Urre - Posts: 1109
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Doesn't DirectQ support that controller already? If not, then he said it would be easy.
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- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
The 360 controller is capable of working as a standard joystick, but in a limited manner - you won't get to use all the axes, and you won't get force feedback.
For full functionality you need to code to the XInput API, which is incredibly clean and easy - about 50 lines of code total. The problem is that it will still be detected as a joystick, so you need to devise a means of disabling joystick input for that controller.
For full functionality you need to code to the XInput API, which is incredibly clean and easy - about 50 lines of code total. The problem is that it will still be detected as a joystick, so you need to devise a means of disabling joystick input for that controller.
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mh - Posts: 2292
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