[2.0.3]-Problems With USB Gamepads On Linux? |
JeZ-l-Lee
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[2.0.3]-Problems With USB Gamepads On Linux?
Hi, Running Xubuntu 14.04 L.T.S. 64Bit fully updated. I have two USB gamepads plugged in to my development desktop. When I run a game we are working on on development desktop the USB gamepad's direction D-Pad are not centered and as a result the main menu cursor moves constantly? Our game uses current SDL version 2 from Ubuntu repositories. Anyone know why the above is occurring and how to fix it? You can download the current Alpha1 Windows/Linux dual build at below URL link: http://16bitsoft.com/Files/LD2/Alpha/LD2-WinLinux-Alpha1.zip (EXE included for Windows / makefile included for Linux) On Linux, you'll need: - GCC - SDL2 + dev - SDL2_Image + dev - SDL2_Mixer + dev - SDL2_TTF + dev - OpenGL hardware acceleration for good performance Any help would be appreciated, thanks! |
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[2.0.3]-Problems With USB Gamepads On Linux? |
Sik
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Huh, what's the calibration of the joysticks? Asking because I had
issues like that stemming from the axes in my joystick wearing out. I altered the calibration to effectively center the axes permanently (leaving me with just the D-pad), which seems to work for most things, but in Sol (which uses SDL2) it still keeps triggering spurious signals every so often for some reason. Aside from that I never had any issues with joysticks on Linux (well, after using udev). The only other issue I ever had was somebody's 360 controller not working, and it turned out to be that the 360 driver itself stopped working properly (whoops?). _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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[2.0.3]-Problems With USB Gamepads On Linux? |
Joseph Carter
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What kind of pad are you using? If the pad has an analog stick, it's
possible that you're picking up motion from it. Particularly if you don't have a dead zone in your game. Because the classic PC game port device was an analog joystick, most retro-style digital produce a fake analog signal when a digital button is pressed. These tend not to need/have any dead zones to worry about. But older PC gamepads, including the USB ones, used analog pad. I've seen Logitech, Microsoft, and Gravis examples, to name a few. Finally, if there's any chance that your game recognizes both analog and digital input, the XBox 360 controller so lauded for its "feel" has some of the most ridiculous pieces of horse crap analog sticks ever invented. Sometimes a brand new example has exceptionally poor centering, and because of that Microsoft directs you to use dead zone values that completely cripple any pad that's actually built correctly. When you hear people complain that a pad's sticks seem to always seem to move you at a run or have no fine motion control, it's not the pad that's at fault—it's Microsoft's "quality" parts and the code hacks they use to work around them. Just a couple of starting places. Joseph On Wed, Dec 10, 2014 at 08:48:32AM +0000, JeZ-l-Lee wrote:
_______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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