Xinput-Vibrate Build. I can't think of a witty title.

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edward850
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by edward850 »

Enjay wrote:I wonder how many people play ZDoom with such a device? (This is not a loaded "what's the point, I bet no one uses these" question, I was just genuinely interested really.)
Impossible to say at this time, and it wouldn't matter if anyone did. The drivers for it have come out, but the API has not. So at the moment, it's just a standard Xinput controller.

Edit: I assume you were talking about the Xbox One controller? :)
Last edited by edward850 on Sat Jul 26, 2014 7:05 am, edited 1 time in total.
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Nash
 
 
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by Nash »

Enjay wrote:I wonder how many people play ZDoom with such a device? (This is not a loaded "what's the point, I bet no one uses these" question, I was just genuinely interested really.)
I see this feature being useful for authors who are creating TCs or original games with the intention of shipping it outside of the Doom community... having 360 controller vibration support would be a cool feature for their audience players.

I take efforts to actually support controllers in my project (pertaining to navigating in-game UIs and such - when the user has a controller plugged in, the entire navigation system resembles a "console style" UI, solving the "use right joystick to move mouse cursor" issue which feels cheap).

That said, I absolutely hate playing Doom (or any FPS for that matter) with a controller. :P
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by _mental_ »

edward850 wrote:In theory, this can be extended to trigger vibrations with the Xbox One controller API, but Gooberman reports that it looks like it'll need WinRT.
You don't. With the drivers recently release by Microsoft, XB1 controller is not distinguishable from Xbox 360 one. The same features, the same XInput. I tested it by myself on Win7 x64.
Unlike old gamepads, which were both wireless and wired, XB1 controller needs to be connected to PC by cable.
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edward850
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by edward850 »

_mental_ wrote:You don't. With the drivers recently release by Microsoft, XB1 controller is not distinguishable from Xbox 360 one. The same features, the same XInput. I tested it by myself on Win7 x64.
Unlike old gamepads, which were both wireless and wired, XB1 controller needs to be connected to PC by cable.
You kind of missed this at the top of the page:
edward850 wrote:Impossible to say at this time, and it wouldn't matter if anyone did. The drivers for it have come out, but the API has not. So at the moment, it's just a standard Xinput controller.
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GooberMan
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by GooberMan »

Also implement the motor values as floats and wrap them to whatever the API wants. Because reasons.

The old PS2 technical requirements would fail the game for certification if a rumble went on for longer than 7 seconds. I would suggest a time limiting hard lock if you're worried about mod author abuse.
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edward850
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by edward850 »

GooberMan wrote:Also implement the motor values as floats and wrap them to whatever the API wants. Because reasons.
Yeah. That's likely the first thing I'll do for the next build. Arbitrary short values tend to confuse people.
GooberMan wrote:The old PS2 technical requirements would fail the game for certification if a rumble went on for longer than 7 seconds. I would suggest a time limiting hard lock if you're worried about mod author abuse.
That's... surprisingly not a bad idea, actually (coming from a PS2 cert. requirement, that is). I'll note that one down.
It's not so much abuse (as Enjay points out that it's just as easy to not play it if it was), but I do want to prevent situations that drain the battery on wireless controllers pointlessly. And you can't really expect everyone to test it themselves (they should, but you know they won't :P).
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Marisa the Magician
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by Marisa the Magician »

Can you please look into doing this with SDL2 too? Portability would be helpful.

I'd lend a hand if I could, but I'm just adapting to the move from 1.2, so many things have changed...
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by edward850 »

Sure thing. I'll hopefully get the chance sometime this week.
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Re: Xinput-Vibrate Build. I can't think of a witty title.

Post by Gez »

Eternity got something like that some time ago.

https://github.com/team-eternity/eterni ... 62c42ad17c
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