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Old 02-28-2010, 08:15 AM   #26
Prevch
 
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Quote:
Originally Posted by importune View Post
Fairly sure you can adjust the sensitivity, at least I can... This is my SGBInput changes ->

Code:
;360 CONTROLLER SETTINGS START HERE -----------------------------
Bindings=(Name="XboxTypeS_A",Command="NextWeapon")
Bindings=(Name="XboxTypeS_B",Command="SpecialKeyPressed")
Bindings=(Name="XboxTypeS_X",Command="Reload")
Bindings=(Name="XboxTypeS_Y",Command="OpenCurrentStanding | OnRelease CloseCurrentStanding")
Bindings=(Name="XboxTypeS_Back",Command="ChangeClass")
Bindings=(Name="XboxTypeS_Start",Command="CloseEditorViewport | onrelease ShowMenu")
;dpad
Bindings=(Name="XboxTypeS_DPad_Up",Command="TwoKeyPressed")
Bindings=(Name="XboxTypeS_DPad_Down",Command="FourKeyPressed")
Bindings=(Name="XboxTypeS_DPad_Left",Command="OneKeyPressed")
Bindings=(Name="XboxTypeS_DPad_Right",Command="ThreeKeyPressed")
;triggers
Bindings=(Name="XboxTypeS_RightTrigger",Command="Fire")
Bindings=(Name="XboxTypeS_LeftTrigger",Command="Button bAltFire | AltFire | onrelease CloseEditorViewport")
Bindings=(Name="XboxTypeS_LeftShoulder",Command="Crouch| onrelease UnCrouch |Axis aUp Speed=-1.0 AbsoluteAxis=100")
Bindings=(Name="XboxTypeS_RightShoulder",Command="Jump")
;thumbsticks
Bindings=(Name="XboxTypeS_LeftX",Command="Axis aStrafe Speed = 1.0 DeadZone=0.3")
Bindings=(Name="XboxTypeS_LeftY",Command="Axis aBaseY Speed = 1.0 DeadZone=0.3")
Bindings=(Name="XboxTypeS_RightX",Command="Axis aTurn Speed = 1.0 DeadZone=0.2")
Bindings=(Name="XboxTypeS_RightY",Command="Axis aLookup Speed = 0.4 DeadZone=0.2")
Bindings=(Name="XboxTypeS_LeftThumbstick",Command="Walking")
Bindings=(Name="XboxTypeS_RightThumbstick",Command="Use")
;-------------------------------AND ENDS HERE
;Invert Y-Axis
bInvertMouse=True

If you need the entire file, just ask.




EDIT: Btw, I think the slow down after fire is a horrible idea, often times I have to turn around because someone's teammate is attacking me from behind, I'd hate to surrender like that and just give them a free kill. ^_^'
Is that a .ini file that you edited or did you map the controls in game?

I have really enjoyed using the 360 controller and typically get some pretty good scores with it, so if someone wants to use a controller rather than KBM, I would suggest the wireless 360 controller for PC
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Old 02-28-2010, 10:33 AM   #27
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bump re. making a ps2 controller work?
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Old 02-28-2010, 11:43 AM   #28
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there is a reason Shooter games released both on consoles and PCs keep them separate.

keyboard + mouse players generally destroy console players.

plus, console shooters generally have some form of "auto aim" feature that is not on PC versions. or else very large reticles with different shooting mechanics.

does not matter how good a shooter you are with a gamepad, keyboard and mouse will always be better.

with gamepads you are pretty limited in the sensitivity in the X/Y movement as they do not have a large area before they reach the edge of their movement. for a mouse, you want a small movement, you move the mouse a small amount. need large movement? move the mouse rapidly the estimated distance.

for a game pad? need small movement, move the joystick to the edge for a little bit. need lots of movement? move to the edge for a longer amount.

you can turn and move your reticle much faster and much more accurately with a mouse than you can with a gamepad.

that is why game makers separate the console players and PC players.
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Old 02-28-2010, 11:50 AM   #29
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Originally Posted by thewesdude View Post
there is a reason Shooter games released both on consoles and PCs keep them separate.

keyboard + mouse players generally destroy console players.

plus, console shooters generally have some form of "auto aim" feature that is not on PC versions. or else very large reticles with different shooting mechanics.

does not matter how good a shooter you are with a gamepad, keyboard and mouse will always be better.

with gamepads you are pretty limited in the sensitivity in the X/Y movement as they do not have a large area before they reach the edge of their movement. for a mouse, you want a small movement, you move the mouse a small amount. need large movement? move the mouse rapidly the estimated distance.

for a game pad? need small movement, move the joystick to the edge for a little bit. need lots of movement? move to the edge for a longer amount.

you can turn and move your reticle much faster and much more accurately with a mouse than you can with a gamepad.

that is why game makers separate the console players and PC players.
In my experience, I have not found that to be true in this game. Although I typically use Goa'uld/Ashrak/Sci all of which don't really require much aiming.

But I have heard others share the same sentiment as you.
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Old 02-28-2010, 11:51 AM   #30
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Originally Posted by foxandthehen View Post
bump re. making a ps2 controller work?
Hey Fox, what is not working with your PS2 controller? Is it a standard PS2 controller that you modded to run a PC or a PS2 controller built for PC?
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Old 02-28-2010, 12:18 PM   #31
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Originally Posted by Prevch View Post
Hey Fox, what is not working with your PS2 controller? Is it a standard PS2 controller that you modded to run a PC or a PS2 controller built for PC?
standard ps2 controller thats re-jiggered to have a usb cable on the end works with other game by being recognised by the computer as a standard usb input device and reprograming the buttons to preform any combination of keyboard strokes.

but with this games nothing happens at all :'(
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Last edited by foxandthehen : 02-28-2010 at 12:20 PM.
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Old 02-28-2010, 12:50 PM   #32
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Quote:
Originally Posted by thewesdude View Post
there is a reason Shooter games released both on consoles and PCs keep them separate.

keyboard + mouse players generally destroy console players.

plus, console shooters generally have some form of "auto aim" feature that is not on PC versions. or else very large reticles with different shooting mechanics.

does not matter how good a shooter you are with a gamepad, keyboard and mouse will always be better.
I totally agree with this statement.
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Old 02-28-2010, 01:43 PM   #33
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I would like to try it with an xbox 360 controller just to see the difference between mouse and keyboard and a controller.

How would one get a 360 controller to be recognized by the pc?
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Old 02-28-2010, 01:44 PM   #34
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Originally Posted by JonasQuinn View Post
I would like to try it with an xbox 360 controller just to see the difference between mouse and keyboard and a controller.

How would one get a 360 controller to be recognized by the pc?
i believe you just plug it in via usb! easy as that. but have never tried it!
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Old 02-28-2010, 01:49 PM   #35
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Ill definitely have to try it now
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Old 02-28-2010, 01:51 PM   #36
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Originally Posted by JonasQuinn View Post
Ill definitely have to try it now
i hope this helps m8: http://support.microsoft.com/kb/906347

have fun!
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Old 02-28-2010, 01:57 PM   #37
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Perfect exactly what I was looking for.
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Old 02-28-2010, 02:04 PM   #38
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Quote:
Originally Posted by thewesdude View Post
there is a reason Shooter games released both on consoles and PCs keep them separate.

keyboard + mouse players generally destroy console players.

plus, console shooters generally have some form of "auto aim" feature that is not on PC versions. or else very large reticles with different shooting mechanics.

does not matter how good a shooter you are with a gamepad, keyboard and mouse will always be better.

with gamepads you are pretty limited in the sensitivity in the X/Y movement as they do not have a large area before they reach the edge of their movement. for a mouse, you want a small movement, you move the mouse a small amount. need large movement? move the mouse rapidly the estimated distance.

for a game pad? need small movement, move the joystick to the edge for a little bit. need lots of movement? move to the edge for a longer amount.

you can turn and move your reticle much faster and much more accurately with a mouse than you can with a gamepad.

that is why game makers separate the console players and PC players.
This is simply an opinion, nothing more. I play with nothing but the controller and I get about a 2.0 KD. When I did try to play with the mouse and keyboard I did horribly, maybe 1 if I was lucky.


Its all about your taste- some people are simply better with it. It doesn't matter how much logic you throw at it, I suck with the mouse and keyboard, and rock with the 360 controller.


Also- btw- its a modified SGBInput.ini file.
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Old 02-28-2010, 02:44 PM   #39
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yes, all these shooter companies who separate their communities and do not allow PC and console gamers play each other are doing so because it is much easier to write 2 server browsers and setups and online matchmaking rather than just 1...

oh wait...
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Old 02-28-2010, 04:58 PM   #40
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yes, all these shooter companies who separate their communities and do not allow PC and console gamers play each other are doing so because it is much easier to write 2 server browsers and setups and online matchmaking rather than just 1...

oh wait...
My master's degree is in information and communication technologies and part of my studies has involved computer programming. During my studies I asked one of my professors who used to be a programmer for Cray supercomputers this exact question (why aren't multiplayer games that are released for 360 and PC cross-server supported so that PC and 360 players can play together) and he said that it often times is easier to write two separate online programs than one because the architecture is different and provides some unique programming challenges. Although from what I understand, Microsoft has made some investments in making cross-server support much easier than it was in the past.

Additionally, I believe Lost Planet players can play cross-server online and from what I have heard, KBM does not seem to be dominating 360 players in that area, but I literally just read that on a forum, so I have no way of backing that statement up with stats.

As for me personally, I prefer the 360 controller. I have been much more successful with it than the KBM.
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Old 02-28-2010, 05:00 PM   #41
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Originally Posted by Prevch View Post
My master's degree is in information and communication technologies and part of my studies has involved computer programming. During my studies I asked one of my professors who used to be a programmer for Cray supercomputers this exact question (why aren't multiplayer games that are released for 360 and PC cross-server supported so that PC and 360 players can play together) and he said that it often times is easier to write two separate online programs than one because the architecture is different and provides some unique programming challenges. Although from what I understand, Microsoft has made some investments in making cross-server support much easier than it was in the past.

Additionally, I believe Lost Planet players can play cross-server online and from what I have heard, KBM does not seem to be dominating 360 players in that area, but I literally just read that on a forum, so I have no way of backing that statement up with stats.

As for me personally, I prefer the 360 controller. I have been much more successful with it than the KBM.
that also would have been my guess. thank you, its nice to have people who know!
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Old 02-28-2010, 05:06 PM   #42
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A lot of games are also cross compiled, but yes changes need to be made for each platform. But back to the controller thing. I cannot use them.
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Old 02-28-2010, 05:08 PM   #43
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that also would have been my guess. thank you, its nice to have people who know!
Thanks Fox, oh by the way, in regards to your ps2 controller, so long as your comp recognizes it, then I don't see why you couldn't use it in SGR.

So when you load SGR and go to Options>Controls>Edit Custom Mapping 1/2 when you try to input a command using the PS2 controller is is recognized?

Plug in the controller and even without trying to change the custome mapping, just jump on a server with no players and try to move around with your joystick or D-Pad, are you able to move at all?
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Old 02-28-2010, 05:28 PM   #44
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Originally Posted by Prevch View Post
My master's degree is in information and communication technologies and part of my studies has involved computer programming. During my studies I asked one of my professors who used to be a programmer for Cray supercomputers this exact question (why aren't multiplayer games that are released for 360 and PC cross-server supported so that PC and 360 players can play together) and he said that it often times is easier to write two separate online programs than one because the architecture is different and provides some unique programming challenges. Although from what I understand, Microsoft has made some investments in making cross-server support much easier than it was in the past.

Additionally, I believe Lost Planet players can play cross-server online and from what I have heard, KBM does not seem to be dominating 360 players in that area, but I literally just read that on a forum, so I have no way of backing that statement up with stats.

As for me personally, I prefer the 360 controller. I have been much more successful with it than the KBM.
Excellent post. There are others that are cross-platform as well, such as Shadowrun.
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Old 02-28-2010, 05:31 PM   #45
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Thanks Fox, oh by the way, in regards to your ps2 controller, so long as your comp recognizes it, then I don't see why you couldn't use it in SGR.

So when you load SGR and go to Options>Controls>Edit Custom Mapping 1/2 when you try to input a command using the PS2 controller is is recognized?

Plug in the controller and even without trying to change the custome mapping, just jump on a server with no players and try to move around with your joystick or D-Pad, are you able to move at all?
not at all, and when I press any of the buttons in custom mapping nothing happens.

Due to this I tried custom mapping software after initially trying what you suggested (great minds think alike), but (as it has been mentioned before = not inside my knowledge base!), this sort of game controller custom mapping software uses the same inputs as game-hack software, so doesn't work!

Works fine in other games tho.
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Old 02-28-2010, 06:37 PM   #46
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not at all, and when I press any of the buttons in custom mapping nothing happens.

Due to this I tried custom mapping software after initially trying what you suggested (great minds think alike), but (as it has been mentioned before = not inside my knowledge base!), this sort of game controller custom mapping software uses the same inputs as game-hack software, so doesn't work!

Works fine in other games tho.
Yes, I actually initially tried to use my 360 controller using pinnacle game profiler which is similar to xpadder without success. My guess is 1 of 2 things

1. Since the PS2 controller is "makeshift" usb the game may have issues recognizing it

2. More likely, the UNREAL engine has built-in support for the 360 controller and not the ps2 controller

I guess my suggestion would be
Get a 360 controller for Windows
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Old 02-28-2010, 08:29 PM   #47
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not at all, and when I press any of the buttons in custom mapping nothing happens.

Due to this I tried custom mapping software after initially trying what you suggested (great minds think alike), but (as it has been mentioned before = not inside my knowledge base!), this sort of game controller custom mapping software uses the same inputs as game-hack software, so doesn't work!

Works fine in other games tho.
Yeah, the hackshield is blocking your mapping software. One of the devs mentioned somewhere that they might consider letting xpadder onto the whitelist for hackshield, but if I were you i'd get a 360 controller. Wired ones aren't too bad as far as price.


Also, my wireless 360 controller doesn't work on SGR without some modifications. If you can't shoot with your 360 controller, then use this ->

Code:
http://integritycs.info/SGBInput.ini

Save that file to :

My Documents\My Games\Stargate Resistance\SGBGame\Config\

Make sure you overwrite the current. Once its saved, right click it, click properties and make sure you change it to a read-only file. Then restart SGR and you should be good to go.
By default that has an inverted y-axis, but you can edit the SGBInput.ini and you will see a little ways down there is the set of xbox 360 controller buttons and right below those is the command you need to delete.

Find ;
bInvertMouse=True
and delete it from that sgbinput file and then re-save and change it back to read-only again. Should be normal y-axis and 360 controller support!
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Old 03-06-2010, 03:03 AM   #48
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Originally Posted by Prevch View Post
My master's degree is in information and communication technologies and part of my studies has involved computer programming. During my studies I asked one of my professors who used to be a programmer for Cray supercomputers this exact question (why aren't multiplayer games that are released for 360 and PC cross-server supported so that PC and 360 players can play together) and he said that it often times is easier to write two separate online programs than one because the architecture is different and provides some unique programming challenges. Although from what I understand, Microsoft has made some investments in making cross-server support much easier than it was in the past.

The server really has nothing to do with the different ports (besides being... the server). It communicates with the game using custom protocols, which are very likely usable on all platforms.

I imagine the real problem is that Sony and Microsoft want you to use their proprietary online systems. Since you have three different online systems (yours, MS, and Sony) and Microsoft (at least) requires you to use their servers, developers might as well have two or three different separate servers (I would imagine more PC/PS3 cross compatible games have been made than PC/360).

While it would be possible for a developer to have the same server across all platforms (I believe EA did it), I imagine the easiest thing from a developer standpoint would be to have the PC port use Live for Windows, which I assume would allow them to use the same Live servers for PC and 360 (although this probably has higher fees for the developer).


Quote:
Originally Posted by importune View Post

Also, my wireless 360 controller doesn't work on SGR without some modifications.
I had no problem, Windows 7 x64 with the drivers it grabbed from Windows Update. I started the game and went into the options, then just pressed the buttons on the controller - the sticks were right out of the box.



And as far as the slow shooting, I was talking very brief - like 1/4 to 1/2 second, so that it would continue during firing but quickly after stopping it would let you speed up.
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Old 03-06-2010, 06:47 AM   #49
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Originally Posted by Prevch View Post
Yes, I actually initially tried to use my 360 controller using pinnacle game profiler which is similar to xpadder without success. My guess is 1 of 2 things

1. Since the PS2 controller is "makeshift" usb the game may have issues recognizing it

2. More likely, the UNREAL engine has built-in support for the 360 controller and not the ps2 controller

I guess my suggestion would be
Get a 360 controller for Windows
I think you might be be right, possibly on both counts.

I will knock up a PS2 to 360 signal converter in the lab, so I should be able to use my controller on the PC with the 360 driver software. Now all I need is a 360 controller. lol.

Oh, and I could just use the 360 controller as it is a nice controller, but lets face it, the PS2 controller is the best controller ever invented.
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Old 03-06-2010, 08:00 AM   #50
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I think you might be be right, possibly on both counts.

I will knock up a PS2 to 360 signal converter in the lab, so I should be able to use my controller on the PC with the 360 driver software. Now all I need is a 360 controller. lol.

Oh, and I could just use the 360 controller as it is a nice controller, but lets face it, the PS2 controller is the best controller ever invented.
I used to think that, but honesty, after using the 360 controller for awhile now, I think I like it better than the PS2 controller, for shooters anyways.

I would be interested to see that PS2 to 360 signal converter....you clearly are a man that is passionate about your PS2 controller!
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