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  • FTE QW engine Split-srceen Support

    ok i know that this engine supports split-screen play and its nice iv configurated it to play on 2 players. One uses standart wsad and mice and second xbox controller (with joyadvanced) and everything work just dandy. But i tried to add another 2 players to the mix .... is there any way to use 2 controllers in this engine ? i cant find any kind of documentation on this topic

  • #2
    no, at this time fte only supports one controller, sorry.
    if you want it to be fair, you could instead use two mice and two keyboards... :s
    Some Game Thing

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    • #3
      two mice and keyboards ? how to use it ? this could be fun ...

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      • #4
        in_rawinput 1; in_rawinput_keyboard 1; in_restart
        this allows the engine to distinguish between the devices
        Some Game Thing

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        • #5
          thx a lot i will test it later

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          • #6
            I bet you can use 2 controllers. Just make a profile for one controller with the necessary kb keys assigned to the buttons/dpad and assign the analog stick as a mouse. Then tell your profiler that this profile applies to fte. voila, 2 controllers.

            Essentially your controller becomes a mouse/keyboard via the profiler as a proxy. there's no good reason why it shouldn't work. NetRadiant doesn't support a controller at all and using this same method I...

            Last edited by MadGypsy; 07-09-2014, 01:30 AM.
            http://www.nextgenquake.com

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            • #7
              Can anyone help me out? I'm a big Quake and coop gamer fan. I want to play through the episodes with my brother and I got no clue on how to set controls for the second player. I can't find anywhere with console commands on how.

              I know Cl_Splitscreen 1 in order to make it splitscreen and that's it. I'd like to learn how to get a 360 pad working while the 1st player is mouse and keyboard.

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              • #8
                joypads are meant to default to controlling the second player, while mice+keyboards default to the first.

                if you've got one player using keyboard and one player using a joypad, it should just be a case of going into the binds menu and setting up an extra bind for each event for the joypad user.
                if you want to let that joypad user use some keyboard keys to eg select weapons, you can 'bind kp_home p2 impulse 7'. the p2 bit will override the keyboard's default player and set it to player 2 instead of player 1.
                otherwise you can just use the binds menu to set up attack/jump/etc.
                small note: the binds menu only shows two binds at a time, if 3+ keys do the same thing, only two will be shown, with no indication that there are more, unfortunately. its purely a visual issue.
                side note: you can 'bind 1 impulse 1; bind ctrl_1 p2 impulse 1' to control player 2 if control was pressed and player 1 if not. long winded, but hey, you can get some more interesting (read: complex) bindings with it.

                I did recently attempt to add support for multiple joypads. each should control a different player. I've only had one person test it, and I'm not sure he tested splitscreen, but hey... should work, right?

                so tldr: it should just be a case of plug your controllers in, start up the engine, set cl_splitscreen as desired (and deathmatch+coop), use the binds menu to reconfigure buttons (set a key/mouse button and a controller button for each thing that's useful), then start a map.
                Some Game Thing

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                • #9
                  Thanks for the reply and your work on FTE QW. In singleplayer I can't get the 360 pad to bind to keys though. I was using xpadder for it to work.

                  I am a total noob/scrub when it comes to this. When you say bind, do you just mean go into the options and customize controls?

                  I have splitscreen enabled. I'm on the first map, I go into options and now that splitscreen is enabled I noticed that at the top of the customize control screens it says "force client". I scroll through and am glad to see Player 1 and Player 2 settings. The only problem is that the keys assigned don't visually appear nor do they stick. If I edit player 2 to play with the keys I want, as soon as I switch to player 1, the keys assigned to him revert to player 1 I'm so confused.

                  Now I just want to get both players on the same keyboard. I'll use a joypad keyboard emulator to make it work with two gamepads.

                  To make this simple, how do I edit Player 2's controls? I need it in layman's terms.

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                  • #10
                    Are you telling you can play 2 people on same computer... I didn't know that... gj!!

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                    • #11
                      If you have two or three computers set up a LAN with a dedicated server
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #12
                        // gamepad stuff, this is for gb's PSX pad clone

                        joystick 1
                        joyadvanced 1
                        joyadvaxisx 3 // left stick strafe
                        joyadvaxisy 1 // left stick forward/back
                        joyadvaxisr 2 // right stick pitch
                        joyadvaxisu 4 // right stick yaw
                        joyadvancedupdate

                        // buttons
                        bind joy3 "+attack"
                        bind joy2 "+jump"
                        bind joy1 "+hook"
                        bind joy4 "impulse 11" // reload

                        // shoulder buttons
                        bind aux6 "impulse 10" // next weapon, reel in
                        bind aux5 "impulse 12" // previous weapon, reel out
                        bind aux7 "toggle_run"

                        joysidesensitivity 1
                        These are the config settings (autoexec.cfg) that make my PSX pad work in FTE. I think I tested this only with the windows GL version under wine, though.

                        I guess I should test it again.

                        Edit: I just tested again, gamepad works only in fteglqw.exe for me, neither in Linux GL nor in SDL.
                        Last edited by golden_boy; 08-10-2014, 08:09 AM.
                        Scout's Journey
                        Rune of Earth Magic

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                        • #13
                          Originally posted by Spike View Post
                          joypads are meant to default to controlling the second player, while mice+keyboards default to the first.

                          if you've got one player using keyboard and one player using a joypad, it should just be a case of going into the binds menu and setting up an extra bind for each event for the joypad user.
                          if you want to let that joypad user use some keyboard keys to eg select weapons, you can 'bind kp_home p2 impulse 7'. the p2 bit will override the keyboard's default player and set it to player 2 instead of player 1.
                          otherwise you can just use the binds menu to set up attack/jump/etc.
                          small note: the binds menu only shows two binds at a time, if 3+ keys do the same thing, only two will be shown, with no indication that there are more, unfortunately. its purely a visual issue.
                          side note: you can 'bind 1 impulse 1; bind ctrl_1 p2 impulse 1' to control player 2 if control was pressed and player 1 if not. long winded, but hey, you can get some more interesting (read: complex) bindings with it.

                          I did recently attempt to add support for multiple joypads. each should control a different player. I've only had one person test it, and I'm not sure he tested splitscreen, but hey... should work, right?

                          so tldr: it should just be a case of plug your controllers in, start up the engine, set cl_splitscreen as desired (and deathmatch+coop), use the binds menu to reconfigure buttons (set a key/mouse button and a controller button for each thing that's useful), then start a map.
                          Hey there. Can someone be so kind to help me configure the thing? Step by step, as I only has experience with DarkPlaces (as DarkPlaces has support for xinput gamepads and thus triggers are mappable) because it was enough for me to just be able to play on TV with controller (I don't understand all this 'eyecandy' thing in old games, there is romance in 8bit palette). So here I've just read that FTE has split screen support of some sort. And as any grown up guy who doesn't have time to play with myself (c) I'm really interested in playing with friends. I have 4 gamepads (x360 wireless controllers),
                          As FTE website is down for me, I dunno even where to download current version (the one with multiple controller support I presume)... So I've downloaded stuff from Index of /moodles/win32
                          I can configure controller through options. It works (though with unmappable triggers), but when I do cl_splitscreen 1 and restart the server (singleplayer), the game stops taking input from controller so I can't even make it work with single controller and KB+M. I can't even map controller when cl_splitscreen is enabled. What do I do wrong and how to make work? And info will be much appreciated.

                          EDIT: Thanks but no thanks guys.
                          Okay, until FTE would be updated (if ever)... XinputPlus to the rescue. Fixed both problems in one shot: it allows to make triggers act like buttons and has dinput wrapper, and, what's the most important, it can be used to assign all 4 controllers, so Quake could able to properly differentiate controllers (fte f**ks up pretty badly with anything more than one). After that FTE was able to take proper input as intended. Tested with up to four players (was a blast). Also it works with any number of players without any hassle so setup all of your gamepads at once. I can post in details if anyone has physical friends around. Works pretty much great.

                          There it goes. Also there is 'advance' tab where you need to assign deviceid's of your controllers.
                          The only problem is that FTE swaps controller viewports however it wants every launch (I think it assigns controllers starting with 2nd player which makes 4th controller control 1st player lol). But, when I was testing I decided to give every player different 'topcolor' and name to know what controller goes where.

                          Other than obvious lack of sounds for viewports other than first.

                          threw together a simple cfg file

                          joystick 1
                          in_dinput 1
                          in_rawinput 1
                          joyadvanced 1

                          //sticks

                          joyadvaxisx 3
                          joyadvaxisy 1
                          joysidesensitivity 1
                          joyadvaxisr 2
                          joyadvaxisz 4
                          joypitchsensitivity 1.3
                          joyyawsensitivity -1.3

                          bind "AUX12" "+attack"
                          bind "AUX8" "pause"
                          bind "AUX5" "+jump"
                          bind AUX6 "impulse 10"

                          bind JOY4 "impulse 12"
                          bind "AUX9" "+speed"
                          bind "JOY2" "+movedown"

                          setinfo name "Player 1"
                          setinfo topcolor "0xff0036"
                          p2 setinfo name "Player 2"
                          p2 setinfo topcolor "0xffc100"
                          p3 setinfo name "Player 3"
                          p3 setinfo topcolor "0x0018ff"
                          p4 setinfo name "Player 4"
                          p4 setinfo topcolor "0x00ff32"

                          Yeah, man, not saying about all the elitists around, but playing with friends and beer in front of huge TV is amazing social experience, and a lot more handy than lan hassle (anything is more fun than bringing your PC and peripherals to someone's place). With recent Spearmint engine release for Q3A I'm pretty sure we won't be playing anything online anymore ever. I just don't feel like I care about playing with people I don't care. Hah.

                          Point 2: Hexen 2.
                          Everything is exactly the same. Here's button config:

                          bind "AUX12" "+attack"
                          bind "AUX8" "pause"
                          bind "AUX11" "+jump"
                          bind JOY1 +jump
                          bind JOY3 "impulse 13"
                          bind AUX7 "+showinfo"
                          bind AUX5 "+showinfo"
                          bind AUX10 "+infoplaque"
                          //bind JOY2 "+crouch" //bug
                          bind AUX30 "invright"
                          bind AUX31 "impulse 44"
                          bind AUX29 "invuse"
                          bind AUX32 "invleft"
                          bind JOY4 "impulse 10"
                          bind AUX6 "impulse 12"

                          FTE Hexen 2 has one annoying bug: split screen players can't crouch. +crouch command always goes to the first player. Other than that (and some crashes) it works the same as it does with Q1.

                          Point 3: Quake 2.

                          Sorry, FTE always crash at map load for me (it loads with -noq2dll, but you can't play it that way obviously), I can't try anything. I'll try more when I get home. I really want to play that q2dm1 with my mates, so I'll find a way, don't you worry.

                          Point 4: Quake 3.

                          Don't bother with FTE, download Spearmint and have hassle-free split screen experience with proper controller support and profiles.
                          Last edited by ninenullseven; 05-07-2015, 10:25 PM. Reason: Solution found

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                          • #14
                            Thanks a bunch for your post. It half worked on my four Logitech F310 controllers in both DirectInput and XInput except movement was inverted and none of the buttons activated the weapon.

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