The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: eluder357 on December 21, 2006, 04:28:27 am



Title: Control Pad for Ur-Quan Masters
Post by: eluder357 on December 21, 2006, 04:28:27 am
I have Ur-Quan Masters on my PC now and I want to use my controler to play it. How do I set up the game to use the control pad?


Title: Re: Control Pad for Ur-Quan Masters
Post by: Michael Martin on December 21, 2006, 07:57:35 am
(a) Have your controller plugged in before starting UQM.
(b) Start UQM.
(c) Go to Setup.
(d) Go to Configure Controls.
(e) Change Player One to "Joystick 1".
(f) Optionally, select "Edit Controls", pick "Joystick 1", and remap the buttons for fire, thrust, and special by selecting them, pressing ENTER, and then hitting the button you want at the dialog box.
(g) Repeatedly hit SPACE until you get back to the Main Menu.

At this point you should be good to go.


Title: Re: Control Pad for Ur-Quan Masters
Post by: Michael Martin on December 21, 2006, 08:00:05 am
An added note -- there's a known issue in that starting UQM *without* the controller plugged in will scramble or obliterate the joystick configurations.  You can get the default config back by going up one directory from the savegames (which should be linked in with your Start Menu) and deleting keys.cfg.  A fresh copy will be created the next time you start.


Title: Re: Control Pad for Ur-Quan Masters
Post by: eluder357 on December 21, 2006, 08:30:27 am
Thank you. I followed your instructions, but I tried to set the buttons for the control pad and nothing happened. And I went to play the game, and I couldn't use the control pad. Is there anything else I could do?


Title: Re: Control Pad for Ur-Quan Masters
Post by: Novus on December 21, 2006, 12:52:20 pm
In Michael's instructions, for "plugged in" read "plugged in and correctly configured in the operating system you're using".


Title: Re: Control Pad for Ur-Quan Masters
Post by: Michael Martin on December 22, 2006, 02:43:11 am
Er, yes.  UQM goes through the OS's general input layer on its own, so if Windows doesn't see a joystick (or Linux doesn't see /dev/js0 or whatever) UQM won't see anything.  The console dump at the very start of the program will list what joysticks the OS is reporting.


Title: Re: Control Pad for Ur-Quan Masters
Post by: evktalo on January 06, 2007, 05:26:36 pm
Joypads not working here either.

I have the following setup:
P3 500 mHz
Windows 98SE
USB-connected Logitech Dual Action
Gravis Gamepad connected through a legacy gameport.

Both show up fine in Windows control panel and also UQM seems to pick them up; this from stderr:

2 joysticks were found.
The names of the joysticks are:
    Microsoft PC-joystick driver
    Logitech Dual Action (USB)

However, if I choose Joystick 1 as a control scheme, the game doesn't respond to controls (tried in melee - can't pick a ship when the game starts). I cannot (re)define the controls in control configuration either, the game just doesn't seem to receive any buttons or d-pad directions I try to give it. Neither of the pads work, whether they're both plugged in or just the other.

EDIT: They also work fine in other games.

--Eino


Title: Re: Control Pad for Ur-Quan Masters
Post by: Koowluh on January 14, 2007, 06:00:27 pm
An added note -- there's a known issue in that starting UQM *without* the controller plugged in will scramble or obliterate the joystick configurations.  You can get the default config back by going up one directory from the savegames (which should be linked in with your Start Menu) and deleting keys.cfg.  A fresh copy will be created the next time you start.

I had the same issue as you guys, and this advice helped. After tossing keys.cfg out of the window, my gamepad was doing just fine. Now just to find someone crazy enough to add force feedback/rumble stuff/whatever makes your gamepad's gyros go off to this game...


Title: Re: Control Pad for Ur-Quan Masters
Post by: meep-eep on January 14, 2007, 06:12:31 pm
We depend on SDL to abstract the underlying system, and provide the developers with a single interface. SDL does not have such an interface for force feedback. Once it does, we'll talk.