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Wingman Gamepad not working

User is offline   blue666 

#1

I am using Vista with a Logitech Wingman USB gamepad. I have been able to run JFduke3d from it's setup app and the gamepad works as it should. When I try to run Eduke32 and select Keyboard and Joystick, the Joystick option in the game is grayed out and the gamepad does not control the action. Can somebody help me get this working?
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User is offline   SBG 

#2

1) Do you have the correct drivers for it installed?
2) Does it work outside of eDuke?
3) Have you tried it on other computers?
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User is offline   TerminX 

  • el fundador

  #3

There might still be a bug in the startup window... try typing in_joystick 1 into the console and see if it works then.
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User is offline   blue666 

#4

View PostTX, on Feb 7 2010, 10:21 PM, said:

There might still be a bug in the startup window... try typing in_joystick 1 into the console and see if it works then.


I'm not sure what you mean by the "console". Is that after duke starts and the menu shows up or the eduke32 window?
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User is offline   blue666 

#5

View PostSBG, on Feb 7 2010, 05:41 PM, said:

1) Do you have the correct drivers for it installed?
2) Does it work outside of eDuke?
3) Have you tried it on other computers?


It works fine using the JonoF port. Here is the .log file showing the gamepad. The .log file from the eduke32 only shows keyboard and mouse even though I have selected keyboard and joystick.
Duke Nukem 3D v1.999
Copyright © 1996 3D Realms Entertainment
Compiling: GAME.CON (151133 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45449 bytes)
Looks like Atomic Edition CON files.
* WARNING!(L476 GAME.CON) Expected a 'action' label but found a 'define' label instead.
Code Size: 64832 bytes (1794 labels).
Initialising Windows DirectX/GDI system interface
Loading OPENGL32.DLL
Initialising DirectDraw...
- Loading DDRAW.DLL
- Enumerating display devices
* Primary Display Driver
- Creating DirectDraw object
Detecting video modes:
- 640x480 8-bit fullscreen
- 720x480 8-bit fullscreen
- 720x576 8-bit fullscreen
- 800x600 8-bit fullscreen
- 960x600 8-bit fullscreen
- 1024x768 8-bit fullscreen
- 1152x864 8-bit fullscreen
- 1280x720 8-bit fullscreen
- 1280x768 8-bit fullscreen
- 1280x800 8-bit fullscreen
- 1280x960 8-bit fullscreen
- 1280x1024 8-bit fullscreen
- 1360x768 8-bit fullscreen
- 1152x720 8-bit fullscreen
- 1440x900 8-bit fullscreen
- 640x480 32-bit fullscreen
- 720x480 32-bit fullscreen
- 720x576 32-bit fullscreen
- 800x600 32-bit fullscreen
- 960x600 32-bit fullscreen
- 1024x768 32-bit fullscreen
- 1152x864 32-bit fullscreen
- 1280x720 32-bit fullscreen
- 1280x768 32-bit fullscreen
- 1280x800 32-bit fullscreen
- 1280x960 32-bit fullscreen
- 1280x1024 32-bit fullscreen
- 1360x768 32-bit fullscreen
- 640x480 16-bit fullscreen
- 720x480 16-bit fullscreen
- 720x576 16-bit fullscreen
- 800x600 16-bit fullscreen
- 960x600 16-bit fullscreen
- 1024x768 16-bit fullscreen
- 1152x864 16-bit fullscreen
- 1280x720 16-bit fullscreen
- 1280x768 16-bit fullscreen
- 1280x800 16-bit fullscreen
- 1280x960 16-bit fullscreen
- 1280x1024 16-bit fullscreen
- 1360x768 16-bit fullscreen
- 1152x720 16-bit fullscreen
- 1440x900 16-bit fullscreen
- 1152x720 32-bit fullscreen
- 1440x900 32-bit fullscreen
- 1280x1024 8-bit windowed
- 1280x960 8-bit windowed
- 1152x864 8-bit windowed
- 1024x768 8-bit windowed
- 800x600 8-bit windowed
- 640x480 8-bit windowed
- 640x400 8-bit windowed
- 512x384 8-bit windowed
- 480x360 8-bit windowed
- 400x300 8-bit windowed
- 320x240 8-bit windowed
- 320x200 8-bit windowed
- 1280x1024 32-bit windowed
- 1280x960 32-bit windowed
- 1152x864 32-bit windowed
- 1024x768 32-bit windowed
- 800x600 32-bit windowed
- 640x480 32-bit windowed
- 640x400 32-bit windowed
- 512x384 32-bit windowed
- 480x360 32-bit windowed
- 400x300 32-bit windowed
- 320x240 32-bit windowed
- 320x200 32-bit windowed
Initialising DirectInput...
- Loading DINPUT.DLL
- Creating DirectInput object
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: USB Multimedia Cordless Kit
* OTHER: USB Multimedia Cordless Kit
* OTHER: USB Multimedia Cordless Kit
* JOYSTICK: Logitech WingMan Gamepad (USB)
- Creating keyboard device
- Creating mouse device
- Creating joystick device
Joystick has 2 axes, 11 buttons, and 0 hat(s).
CONTROL_Startup: Joystick Present
Initialising timer
Loading art header.
initcache(): Initialised with 33554432 bytes
RTS Manager Started.
RTS file DUKE.RTS was not found
Loading palette/lookups.
Setting video mode 640x480 (8-bit fullscreen)
- Creating primary surface
- Getting back buffer
- Allocating offscreen buffer
- Creating palette
Checking music inits.
Checking sound inits.
Initializing MultiVoc...
- Maximum voices: 8
- Using 640 byte mixing buffers
Initializing DirectSound...
- Loading DSOUND.DLL
- Creating DirectSound object
- Creating primary buffer
- Setting primary buffer format
Channels: 2
Sample rate: 22050Hz
Sample size: 8 bits
- Creating secondary buffer
Demo demo1.dmo is of an incompatible version (116).
LARGE MEDKIT: +30
A SECRET PLACE!
RPG!
A SECRET PLACE!
AMMO FOR PISTOL!
A SECRET PLACE!
STEROIDS
AMMO FOR RPG!
ATOMIC HEALTH!
AMMO FOR PISTOL!
stalker.mid. USE SHIFT-F5 TO CHANGE.
stalker.mid. USE SHIFT-F5 TO CHANGE.
AMMO FOR PISTOL!
LARGE MEDKIT: +30
AMMO FOR PISTOL!
WARNING: SE23 i<0!
SMALL MEDKIT: +10
A SECRET PLACE!
ARMOR
AMMO FOR PISTOL!
LARGE MEDKIT: +30
SHOTGUN
AMMO FOR PISTOL!
ATOMIC HEALTH!
AMMO FOR SHOTGUN
AMMO FOR PISTOL!
A SECRET PLACE!
AMMO FOR SHOTGUN
LARGE MEDKIT: +30
AMMO FOR PISTOL!
ATOMIC HEALTH!
ACCESS CARD
A SECRET PLACE!
RPG!
AMMO FOR PISTOL!
AMMO FOR PISTOL!
ARMOR
A SECRET PLACE!
AMMO FOR PISTOL!
AMMO FOR SHOTGUN
JETPACK
AMMO FOR SHOTGUN
AMMO FOR PISTOL!
HOLODUKE
UNLOCKED
AMMO FOR SHOTGUN
GOT USED ARMOR
AMMO FOR PISTOL!
LARGE MEDKIT: +30
JETPACK ON
Uninitializing MultiVoc...
DirectSound: Waiting for sound thread to exit
DirectSound: Sound thread has exited
Uninitializing DirectSound...
- Releasing secondary buffer
- Releasing primary buffer
- Releasing DirectSound object
- Unloading DSOUND.DLL
Uninitialising DirectDraw...
- Releasing palette
- Releasing back-buffer surface
- Releasing primary surface
- Freeing offscreen buffer
- Releasing DirectDraw object
- Unloading DDRAW.DLL
Uninitialising DirectInput...
- Releasing keyboard device
- Releasing mouse device
- Releasing joystick device
- Releasing DirectInput object
- Unloading DINPUT.DLL
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User is offline   Mblackwell 

  • Evil Overlord

#6

Press ' once the game is started to lower the console. Just like Quake, or... well... pretty much any modern game.
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User is offline   blue666 

#7

View PostMblackwell, on Feb 8 2010, 01:26 PM, said:

Press ' once the game is started to lower the console. Just like Quake, or... well... pretty much any modern game.

Nothing happens when I press the ' button. I noticed when I used DosBox to install Duke3d from the disk (also, Plutonium pack) that the ', \, ` keys would not work. I ended up having to re-map those keys. Do you think this is the problem? Or something else more obvious?
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#8

The " ~ " key right beside the number 1 key & !
Not the " ' " key beside the Enter button.

This post has been edited by The Commander: 08 February 2010 - 09:05 PM

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User is offline   blue666 

#9

View PostTX, on Feb 7 2010, 10:21 PM, said:

There might still be a bug in the startup window... try typing in_joystick 1 into the console and see if it works then.

It still gives me nothing. I was at least able to get to the console!
This is very frustrating for me. I love this game. So much that, just in case the one I was using had issues (the original cd + the plutonium pack cd to upgrade to Atomic), I went to the eduke32 site and re-bought the version posted there. But the gamepad still doesn't work. And yet, when I use the Jonof port, it does work.
Here's the log from eDuke32. Notice when it's enumerating input devices it only finds a keyboard and mouse. In an earlier part of this thread I posted the Jonof log that showed the input devices and it showed a bunch of "Other:" devices plus the * JOYSTICK: Logitech WingMan Gamepad (USB).

EDuke32 2.0.0devel 20091017
addsearchpath(): Added C:/DUKE3D/
OS: Windows XP (5.1.2600) Service Pack 2
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32.cfg'.
Scanning for GRP files...
Using group file 'duke3d.grp' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
GAME.CON: In actor `ORGANTIC':
GAME.CON:3968: warning: found `else' with no `if'.
GAME.CON: In state `pigshootenemystate':
GAME.CON:5891: warning: found `else' with no `if'.
Found 2 warning(s), 0 error(s).
Resizing code buffer to 16187*4 bytes
Relocating compiled code from to 0x7f0f0008 to 0xe800df0
Script compiled in 21ms
Compiled code size: 16179*4 bytes, version 1.4+
Pointer bitmap size: 2024 bytes
1918/11264 labels, 321/2048 variables
125/16384 quotes, 0 quote redefinitions
0/88 event definitions, 207 defined actors
Initialized 32.0M cache
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
Executing "eduke32_binds.cfg"
Setting video mode 1280x1024 (32-bit windowed)
OpenGL Information:
Version: 3.0.0
Vendor: NVIDIA Corporation
Renderer: GeForce 8400 GS/PCI/SSE2/3DNOW!
Cache contains 0 bytes of garbage data
Initializing music...
Initializing sound...
Cache time: 38ms
E1L1: HOLLYWOOD HOLOCAUST
in_joystick 1
UDP networking uninitialized successfully.

Uninitializing DirectInput...
Wrote eduke32.cfg
Wrote eduke32_binds.cfg
Uninitializing DirectDraw...
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User is offline   VinsaneOne 

#10

When eduke loads the setup window, next to input devices, select "All Supported Devices" in the scroll down list. That worked for me.
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User is offline   blue666 

#11

View PostVinsaneOne, on Feb 9 2010, 06:54 PM, said:

When eduke loads the setup window, next to input devices, select "All Supported Devices" in the scroll down list. That worked for me.

I have already tried that. Still no go.
0

#12

After starting EDuke32 and typing in_joystick 1 at the menu, go to options and see if the joystick/joypad related options are enabled.

If all else fails you could try Joy2Key : http://www.electracode.com/4/joy2key/JoyTo...h%20Version.htm which you can set up in windows to map the joypad to keys on the keyboard - though I don't know how well that would work as I haven't really played with it that much.
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User is offline   blue666 

#13

View PostHigh Treason, on Feb 10 2010, 02:59 AM, said:

After starting EDuke32 and typing in_joystick 1 at the menu, go to options and see if the joystick/joypad related options are enabled.

They are not enabled.

Quote

If all else fails you could try Joy2Key : http://www.electracode.com/4/joy2key/JoyTo...h%20Version.htm which you can set up in windows to map the joypad to keys on the keyboard - though I don't know how well that would work as I haven't really played with it that much.

Actually, my gamepad has a function that is the same as JoyToKey. It doesn't work. I suspect because the startup portion and the actual running of Duke are separate. Or not, at any rate it doesn't work.
-----------------------
There is something different between jonoff and eduke where it is checking for installed hardware. Maybe the location to check is different?
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User is offline   blue666 

#14

View Postblue666, on Feb 10 2010, 09:46 AM, said:

There is something different between jonoff and eduke where it is checking for installed hardware. Maybe the location to check is different?

In the log file jonoff specifically says:
Edit:
Initialising DirectInput...
- Loading DINPUT.DLL
- Creating DirectInput object
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: Microsoft eHome Infrared Transceiver
* OTHER: USB Multimedia Cordless Kit
* OTHER: USB Multimedia Cordless Kit
* OTHER: USB Multimedia Cordless Kit
* JOYSTICK: Logitech WingMan Gamepad (USB)
- Creating keyboard device
- Creating mouse device
- Creating joystick device
Joystick has 2 axes, 11 buttons, and 0 hat(s).
CONTROL_Startup: Joystick Present
/end edit
eduke says:
Initializing DirectInput...
- Enumerating attached input devices
* MOUSE: Mouse
* KEYBOARD: Keyboard

Do I need to put in a cfg or con file something about using DINPUT.DLL?

This post has been edited by blue666: 11 February 2010 - 08:27 AM

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User is offline   TerminX 

  • el fundador

  #15

This is fixed now but the fix isn't in svn yet.
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User is offline   blue666 

#16

View PostTX, on Feb 11 2010, 02:07 PM, said:

This is fixed now but the fix isn't in svn yet.

Any idea when I'll be able to get it?

I really appreciate it. You guys are doing a great job. Duke was a fun game originally and what you guys have done with it is amazing.
Thanks

This post has been edited by Mblackwell: 12 February 2010 - 02:52 PM

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