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NRage Input Plugin V2.00 BETA (an overhaul)

Legend

New member
Ok Sqaull, I meant to say can someone else, besides you, test this seeing as how you cannot repro this, which is extremely strange. :huh: This is a 100% repro. I can never open a cpf with joypad set buttons, save, open a game or close the emu and have it NOT take all my joypad keys to unassigned while leaving mouse and keyboard buttons alone. Attached is a brand new log where this happened like 20 times. I don't know what more I can do here. This is definetly a very nasty bug. I need someone else to try this. Again, everything works and saves fine if I'm not loading profiles and I just erased EVERYTHING and started clean and it still happens all the time. We talking every button in the controls dialog and also being binded with various joypad buttons and axis on PJ64 and 1964.
 
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Kruci

New member
I have only 2 problems. Tested on pj64.
Rumble Force-feedbeck option is not saved with profile - in load revert to none.
Modifiers are not saved.

NRage-Debug.7z containt 2 files, classic NRage-Debug.txt and NRage-Debug_first_deletion.txt.
NRage-Debug_first_deletion.txt was first, but I little messed it with not delete old NRage-Debug.txt, so I delete old informations from it.
 
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rabiddeity

Plugin Hacker
OK, I've got a fresh buglist... to sum up:

1. The Legend "buttons won't save/load to cpf file" bug.
2. The Kruci "modifiers won't save" bug.
3. Force feedback issue, I'm a little confused. What specifically doesn't get saved? Is the paktype reset to None? Is the device reset to none?

I need INI files from all of you guys so I can figure out whether the problems are with saving or loading.
 
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rabiddeity

Plugin Hacker
You can get mine from the previous page.

Sorry, I misunderstood. The problem is with cpf files, right? I'll take a look at it.

edit: I think I have a working solution but I don't want to bug you with it until I can test the solution on my own.
 
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Kruci

New member
Rumble Force-feedbeck device option is not saved with profile - in load revert to none.
Modifiers are not saved - I save then if I shut down emu, and start again, modifiers are not there.
 
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rabiddeity

Plugin Hacker
OK, check the latest debug. I wasn't able to reproduce the Legend cpf bug, but I did find a couple things that were "off" which might have caused the problem. I was able to reproduce the other two bugs and fix them. Please test this new debug version, date 3/20/2007 10:24AM.
 

Legend

New member
Alright, my bug is gone!! But if noone was able to reproduce it, was it really a bug? And if it wasn't a bug, does that mean it could'nt have been fixed since it never existed in the first place? Hmm...:p

EDIT: I looked at everything I use and some other stuff and so far 2.1 is flawless for me. Everything is saving to the ini. Let's hope the others feel the same so we can get this puppy released!!:bouncy:
 
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lion10

New member
OK, check the latest debug. I wasn't able to reproduce the Legend cpf bug, but I did find a couple things that were "off" which might have caused the problem. I was able to reproduce the other two bugs and fix them. Please test this new debug version, date 3/20/2007 10:24AM.


The last debug run’s great. Unfortunately the “device” error still exist, - now with the consequence, that I cannot load controller profiles successful. See the “has no parentDevice” error message in the debug.txt.

For better comparison look at the different NRage screenshots. (Since "rabiddeity Version 2" it was/is impossible to load different game pad devices.)
 

squall_leonhart

The Great Gunblade Wielder
OK, check the latest debug. I wasn't able to reproduce the Legend cpf bug, but I did find a couple things that were "off" which might have caused the problem. I was able to reproduce the other two bugs and fix them. Please test this new debug version, date 3/20/2007 10:24AM.

you should add links in your signature so when you update it, we can just click to download it in your signature :p
 
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rabiddeity

Plugin Hacker
The last debug run’s great. Unfortunately the “device” error still exist, - now with the consequence, that I cannot load controller profiles successful. See the “has no parentDevice” error message in the debug.txt.

For better comparison look at the different NRage screenshots. (Since "rabiddeity Version 2" it was/is impossible to load different game pad devices.)

You don't need to explicitly set the device for each controller now, except for force feedback control. If everything is working properly, it sets the button parent devices on its own. But apparently it's not working properly...

OK, to fix this I need the following from you:

1. The cpf file which is causing the problems. (E:\Eigene Dateien\TestEmus\N64\Adaptoid B.cpf)
2. Your current INI file wouldn't hurt either. (NRage.ini)
3. A fresh INI file: hit Default Config on Controller 1, then assign the buttons WITHOUT loading a cpf file. In other words, click on each button to assign it, and click Save. Then send me THAT INI file, rename it to NRage_fresh.ini or something.

It shouldn't matter which emulator you use, you can just choose one and use that for now.
 

Legend

New member
As per Squall's request, here are two logs from 2.1. One using the XBCD .2.1 driver which rumbles fine for me. The other is with the XBCD .2.5 driver which does not really rumble (once a minute I might feel a rumble). With both I started emu, went to Test Rumble and then played F-zero and did rumble things. Do you see a difference from the logs? Many others can use the .2.5 driver with rumble just fine but not me. So I'm checking to see if this is strictly a driver issue for me or maybe an Nrage thing. Using .2.5, I get rumble with every one of my PC games, just not with any of the Nrages available.:(
 

lion10

New member
You don't need to explicitly set the device for each controller now, except for force feedback control. If everything is working properly, it sets the button parent devices on its own. But apparently it's not working properly...

OK, to fix this I need the following from you:

1. The cpf file which is causing the problems. (E:\Eigene Dateien\TestEmus\N64\Adaptoid B.cpf)
2. Your current INI file wouldn't hurt either. (NRage.ini)
3. A fresh INI file: hit Default Config on Controller 1, then assign the buttons WITHOUT loading a cpf file. In other words, click on each button to assign it, and click Save. Then send me THAT INI file, rename it to NRage_fresh.ini or something.

It shouldn't matter which emulator you use, you can just choose one and use that for now.


As requested, here are the files... Something other, the current German "NRage-Language-1031.dll" is definitely broken, the "no reaction" error also occurs with the newest debug.
 
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rabiddeity

Plugin Hacker
As per Squall's request, here are two logs from 2.1. One using the XBCD .2.1 driver which rumbles fine for me. The other is with the XBCD .2.5 driver which does not really rumble (once a minute I might feel a rumble). With both I started emu, went to Test Rumble and then played F-zero and did rumble things. Do you see a difference from the logs? Many others can use the .2.5 driver with rumble just fine but not me. So I'm checking to see if this is strictly a driver issue for me or maybe an Nrage thing. Using .2.5, I get rumble with every one of my PC games, just not with any of the Nrages available.:(

There's no difference in the logs. According to both of them, the controller is rumbling just fine. However I did notice something interesting. You've got controller 2 set up with a "rumble pak" but no device attached to it. Does the problem persist if you change that controller type to mempak or none? One other thing you might try is cranking the rumble strength up to 100%. I don't know if that will help any, but it's worth a shot.

I think that if everything else is working properly and if it's actually trying to rumble, the pulses are coming too fast for the .25 driver to keep up. Most games don't try to send 10 on/off rumble events within half a second, but it's standard fare for how the N64 rumble works. I guess a workaround would be to have the pak ignore every other rumble command... I wonder if that would work? I'll tinker with it a bit.
 
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rabiddeity

Plugin Hacker
I hate to bring bad news but it looks like the Subversion server hosting the source is down for awhile. My father, in his infinite wisdom, decided to replace the wireless router at his house without telling me. Unfortunately, while the old router was set up to forward ports to the server correctly, the old one is not. And I don't have physical access to the new router. (Sorry Mario, but our router is in another country!)

I'll have it back up as soon as I can.
 
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rabiddeity

Plugin Hacker
As requested, here are the files... Something other, the current German "NRage-Language-1031.dll" is definitely broken, the "no reaction" error also occurs with the newest debug.

OK, it looks like your profiles are saving and loading correctly, even though we know they're not. I've noticed that DirectInput is picking up 6 different Adaptoid devices, and the keys appear to be bound to number 6. I'm not sure if you have 6 Adaptoids plugged into your system or if your configurator is generating "virtual" adaptoids. In any case, IF you're having problems with BUTTONS, I think that when you save it's writing the controls as being bound to a different controller. Are you having trouble with buttons being lost, or is the problem with the FF device being lost?

That "has no parentDevice" was supposed to let me know if there was a problem, but it was spitting out errors for keys that weren't bound at all... I've fixed it in my internal build, but it doesn't change anything so I'm not going to post a new DEBUG yet.

What's broken about the language file? Does selecting it cause a crash? You can't select it at all?
 
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squall_leonhart

The Great Gunblade Wielder
ok i just found a bug!

in project64 1.7 and 1.6, the plugin isn't resetting the controls to keyboard if theres no gamepad detected, this means if you attempt to launch a rom the entire emulator crashes.

ALSO

i had another idea

this should be possible if IF statements allow you to use IF>Detected statements

what im saying, is that if a controller is not detected, it should use profile that you can set yourself

for instance, creating a custom keyboard profile named custom_keyboard

if the gamepad is not detected you can set it to load that custom keyboard profile

if you have a gamepad connected, you can create a custom game pad profile.

if the gamepad is detected when the plugin is initialised it can load the custom gamepad profile...

...i dunno if i wrote that clearly enough.... all in all i just mean it should load a certain profile depending on whether a gamepad is connected or not.
 

lion10

New member
OK, it looks like your profiles are saving and loading correctly, even though we know they're not. I've noticed that DirectInput is picking up 6 different Adaptoid devices, and the keys appear to be bound to number 6. I'm not sure if you have 6 Adaptoids plugged into your system or if your configurator is generating "virtual" adaptoids. In any case, IF you're having problems with BUTTONS, I think that when you save it's writing the controls as being bound to a different controller. Are you having trouble with buttons being lost, or is the problem with the FF device being lost?

That "has no parentDevice" was supposed to let me know if there was a problem, but it was spitting out errors for keys that weren't bound at all... I've fixed it in my internal build, but it doesn't change anything so I'm not going to post a new DEBUG yet.

What's broken about the language file? Does selecting it cause a crash? You can't select it at all?


I have only 2 adaptoids; I do not use more controllers. My buggy Lik-Sang N64 adaptors are and were not connected to the computer. If it helps something, I can uninstall the adaptoid software, Win ME has build-in drivers, and I think they must also work….

As already mentioned, there must be something wrong in the “automatic device (gampad) management”. So, if I configure two different adaptoids, and enter a game, my first gamepad also controls the second player and my second gamepad also the first player. For example, in Mario Kart 64, at the “character select screen”, if I press (analog stick) right, both players are moving. I will test this whole problem again today evening (CET) at home.

About the language dll, if I select my language German, it works for the fist time, so long until I exit the controller configuration page. But, after this, a click on “Configure Controller Plugin” shows no reaction, it is impossible to enter the controller configuration screen again. This error occurs on my machine by every emulator.

Kruci has said that he cannot reproduce this issue; it seems that it only affects the German language dll, and / or my Win ME.
 

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