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  1. #831
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    It seems to be software related though since it works fine when not using the XInput option. I just tried in Goldeneye, and when you aim (holding down the R button) and move the analog stick the deadzone is noticeable while without XInput I can get much better precision.



    Would there be any interest in adding the configurable deadzones for triggers/analog sticks feature request? It's one of the features I really miss when using Project64 in comparison to mupen64plus.


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  2. #832
    The Great Gunblade Wielder squall_leonhart's Avatar
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    sorry, the lack of deadzone is a software side issue, but the unstable axis is a hardware issue. Xinput i think usually uses a 5-7% dead zone, so that could probably be hard coded in

  3. #833
    The Great Gunblade Wielder squall_leonhart's Avatar
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    btw if you got the original 2.3, grab it again, an update has been pushed to fix an issue with the file type / listing (files wouldn't be listed) after changing tabs in the config.

  4. #834
    The Great Gunblade Wielder squall_leonhart's Avatar
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    guran, Xinput and Dinput handles deadzones a tad differently, and without blindly hacking in some kind of deadzone adjustment, all i can really do is set a predefined deadzone in the Xinput header of about 15-25%.

    Give this compile a go, it doesn't have adjustable deadzone but it should be less jittery.

    mupen gets away with it because it uses an SDL layer on top of Directinput, something im NOT interested in.
    Attached Files Attached Files
    Last edited by squall_leonhart; February 28th, 2012 at 06:56.

  5. #835
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    Quote Originally Posted by squall_leonhart View Post
    sorry, the lack of deadzone is a software side issue, but the unstable axis is a hardware issue. Xinput i think usually uses a 5-7% dead zone, so that could probably be hard coded in
    Unstable axis like the axis are over sensitive on the 360 controller which makes it hard to hold it in at a specific value? You have more knowledge then me about that and I believe you but the deadzone seem to be the problem.

    Quote Originally Posted by squall_leonhart View Post
    guran, Xinput and Dinput handles deadzones a tad differently, and without blindly hacking in some kind of deadzone adjustment, all i can really do is set a predefined deadzone in the Xinput header of about 15-25%.

    Give this compile a go, it doesn't have adjustable deadzone but it should be less jittery.

    mupen gets away with it because it uses an SDL layer on top of Directinput, something im NOT interested in.
    I can't say that I noticed any difference at all with the posted version of the plugin, the jump in the beginning when you move the analog stick with XInput enabled still seems to be as big, with DInput I can do fine movements with the analog stick in the beginning without a jump.

    I cant do any programming but I don't like the idea of using SDL either, using DInput or XInput directly seems less messy.
    So using SDL would make it much easier to implement individual deadzones for each axis? I thought the adding the option to the GUI would be the biggest problem, but it's easy for me to say when I'm not doing the programming.

    Thanks for bearing with me.
    Last edited by guran; February 28th, 2012 at 15:10.

  6. #836
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    i need help with getting my mouse to work..for some resson it dose not let me use anything to do with mouse.i click and click or move the mouse and it dose not assine it at all. only my keybord.the old orginal build that came with p64 worked but this new one dosent and the old build kept crashing on me. i just wana use my mouse for looking. none of the other plugins let me use mouse.

  7. #837
    The Great Gunblade Wielder squall_leonhart's Avatar
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    Release 2.3c
    /Xinput Rumble and Deadzone fixed (Thanks KrossX)
    /Some potential crash and buffer overruns? fixed by kidkat
    /Some UI changes to improve readability for high dpi setups

    Download(via adf.ly)
    Last edited by death--droid; November 4th, 2012 at 13:31.

  8. #838
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    im sorry to ask in this thread, but i hope someone here reads it and can possible help...
    i would like to know how i can change the rapidfire rate in the modifier menu? When i change it in the control menu i cant hold down A and in the modifier menu the rapidfire is too fast and the slow rapid fire too slow :/ So i need the rapidfire at modifier just a little bit slower (1 click to the left).
    Just looked at the source but dont understand what to change

    so if anyone knows where i can change the rapidfirerate IN THE MODIFIERMENU, please help me

  9. #839
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    This is a great plugin, works well with my Xbox360 controller. However I am having some problems with customization. When I try to customize this plugin with XInput enabled, the button options I change away from default all show up as "None" later.

    Even though they say "None" most of the buttons are doing what I want. The exception is RT which does nothing after I have customized it. When RT is set back to its default it will work again, but it doesn't do what I want this way.

    I also tried to make a simple modifier to invert the Y axis and mapped it to toggle on the Back button. This doesn't appear to work either.

    Testing with Project64 version 1.6.

  10. #840
    The Great Gunblade Wielder squall_leonhart's Avatar
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    There is a save button within the Xinput button definition area, clicking this before exiting the ui will save the xinput settings.

    I'll rework the xinput stuff so it saves the same way as the Dinput stuff when i get time.
    Last edited by squall_leonhart; January 21st, 2013 at 05:16.

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