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Post by DarkSamus on Mar 8, 2014 16:32:50 GMT 10
Hello, I'm glad I found this board. I'm having a tough time with my dual shock 4 and RE4 HD. The game recognizes my controller and I am able to rebind every function. The only problem is that the aim function is on the right stick. I would like to switch it to the left. Can anyone help me? Hi mate, I'm also using a DS4 here. Use x360ce to make your controller behave like a x360 one. You just need to put that into the same folder as the games exe. Then you can just run the game and RE4UHD will think your using a XBOX360 controller whenever you play the game. Once you do the above you are free to use any of the custom configurations you see in this thread.
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Post by mattyt on Mar 8, 2014 18:09:47 GMT 10
Hi mate, I'm also using a DS4 here. Use x360ce to make your controller behave like a x360 one. You just need to put that into the same folder as the games exe. Then you can just run the game and RE4UHD will think your using a XBOX360 controller whenever you play the game. Once you do the above you are free to use any of the custom configurations you see in this thread. Thanks for the reply. I use software now called DS4 tool and it serves a similar purpose. It makes my PC believe the "wireless controller" is a xbox controller. The software also allows for simple button rebinding. I am able to play the game how I want now using the Dual Shock 4 along with the software. I saw this post and was curious about editing the input.ini file for the "game controller" so I would be able to use my DS4 without any software. As it stands now the "wireless controller" has the aim function bound to the right stick and I wanted to know if the input.ini could be manipulated so the aim function is on the left stick. Thanks.
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Resident Button Modder
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Original Join Date: Nov 1, 2009
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Post by DarkSamus on Mar 8, 2014 20:12:27 GMT 10
The only way to move the aim from the right stick to the left is with x360ce.
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Posts: 47
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Post by re42007hasnopopup on Mar 9, 2014 5:16:45 GMT 10
Hello ^^ i guess they are different to do what you want, i post some suggestions: Choice A you should try to edit this part of the buttons configuration called input.ini KEY_FORWARD = QKEY_GC_B4 KEY_FORWARD = QKEY_GC_B20 KEY_BACK = QKEY_GC_B3 KEY_BACK = QKEY_GC_B19 KEY_RIGHT = QKEY_GC_B2 KEY_RIGHT = QKEY_GC_B18 KEY_LEFT = QKEY_GC_B1 KEY_LEFT = QKEY_GC_B17 for example you can try for KEY_LEFT = B1 for the two files or simply try to change the B1/B17 by something else which is not in the original list at the beginning of the topic) Choice B perhaps use motioninjoy program to emulate the xbox360 controller (the program is designed for the ps3 dualshock3 but ps4 controller is recognized as a ps3 controller when plugged in USB mode to a ps3.... so basically it should work) but at least one question remains: in your game options, did you set the controller to type 1 or type 3? type 3 might work correctly without editing anymore the input file (you should try this BEFORE trying any other change in the input file i think)
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Resident Button Modder
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Post by DarkSamus on Mar 9, 2014 10:21:43 GMT 10
Choice A won't work.
Those settings are for walking around with the d-pad and analog, not for aiming.
Not sure on Motionjoy, but I've already tested with x360ce and a DS4 and it does work to fix his issue.
Also, Type 1, 2 and 3 control configs won't help him either as they all put the aiming on the right stick.
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Post by mattyt on Mar 9, 2014 14:05:04 GMT 10
I played RE4 on the original pc port where movement and aim were on the left stick and camera on the right. I also believe RE4 HD xbox controller type 1&2 act in the same manner.
My problem first stems from trying to use a DS4 controller. The game recognizes the controller(no software) and allows me to customize the binds under "wireless controller". I am able rebind every single button and function except for the aiming function(movement and camera can be rebound). The problem is that the aim function here is hardcoded to the right stick, which is not how I play the game. I cannot use my thumb to control the right stick and press the "X" button at the same time lol.
In order to solve this I use software called DS4 tool which allows me to use my DS4 as an" xbox controller".
Another issue, which I also took care of, was the bind for status and map. The pc port bound status to "Y" and map to START. The DS4 tool also allows me to rebind these buttons so that was an easy fix.
What I would really like is an explanation as to why the game allows me to use this "wireless controller" with full ability to rebind everything except the aim function.
I made a post on the Steam discussion about it and it got no where lol. I saw this post talking about editing the input.ini. So I was wondering if I could edit the input.ini for this wireless controller just to rebind the aim function. To be honest who ever was in charge of setting those controls screwed up.
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Resident Button Modder
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Post by DarkSamus on Mar 9, 2014 14:35:08 GMT 10
Yeah, they screwed up royally.
You have pretty much got it down mate.
I've done some research into the D-input issues with my own DS4 and it stems from the fact that the DInput configuration in the ini is completely wrong.
They have configured it so the right stick controls aiming and it can't be changed which is quite annoying. In the ini file there is no options for changing what aims.
Also you can't config movement to the d-pad correctly (Movement with d-pad is messed up) and menu's cause quite an issue as well.
Basically the configuration files for D-input controllers in this game are completely broken and need patching by Capcom.
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Post by mattyt on Mar 11, 2014 7:01:18 GMT 10
Thanks for the reply. I was hoping someone else would see how broken the game controls are for the "wireless controller". I guess I'm a little late considering this thread already has suggestions to fix the problem.
I really hope this gets a patch. I feel like it has to since it's for the PC community.
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Posts: 189
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Post by marcelo20xx on Mar 11, 2014 20:39:50 GMT 10
First I know that DarkSamus already explained what all the keys do, but I need to still add some detailed info about what can be done with input.ini. First these are the only entries that the game reads, one section dedicated to the menus and the other to the normal Gameplay. Its important because you can safely delete the unused entries for better editing.
The ONLY valid entry I am missing is the visual ONLY Key used for action events like when you pick and throw the fire lamp with Ashley. Instead of showing the key assigned to it I am seeing only a "0"...but I will update this post when I find it
This is how my input.ini looks These entries can only be read from the file input.ini located on the BIO4 Folder Valid entries used only on Game Menus or The Inventory Screen:
VERSION = 16 AIM_INV = 0
###MENUS
###KEYBOARD
KEY_OK = Accept key used in Menus KEY_CANCEL = Cancel key used in Menus KEY_LB = Rotate counterclockwise items when picked in inventory KEY_RB = Rotate clockwise items when picked in inventory KEY_KAMAE = Change to Relics Tab KEY_KAMAE_KNIFE = Change to Weapons Tab KEY_X = Pick Item on Inventory
This is how my usr_input.ini looks These entries can be read from either the file input.ini or the usr_input.ini Valid entries used only on Gameplay:
VERSION = 16 AIM_INV = 0 MOUSE_SENS = 15 MOUSE_ACC = 0 VIBRATION = 0
###KEYBOARD
KEY_FORWARD = Move Forward KEY_BACK = Move Backwards KEY_RIGHT = Move Right KEY_LEFT = Move Left KEY_KAMAE = Ready Weapon KEY_RELOCKON = Reload, used in conjuction with Ready Weapon KEY_RUN = Run KEY_FIRE = Fire KEY_ASHLEY = Command Ashley KEY_CK = Action Button only Visual KEY_KAMAE_KNIFE = Ready Knife KEY_OPTION = Bring Options Menu KEY_C_U = Weapon Zoom Up KEY_C_D = Weapon Zoom Down KEY_B = Key C used in QTE events KEY_A = Real Action Button/Key X used in QTE events KEY_SSCRN = Inventory Screen KEY_U = Aim Up KEY_D = Aim Down KEY_R = Aim Right KEY_L = Aim Left KEY_EV_CANCEL = Skip Cutscenes KEY_CANCEL = Key used to cancel menus BUT on Gameplay KEY_OK = Key used to accept menus BUT on Gameplay KEY_LL = Look Left KEY_LR = Look Right KEY_LD = Look Down KEY_LU = Look up KEY_MAP = Show Map KEY_180TURN = Quick Turn
Note: Btw these are the entries used for the Keyboard device, since is the only thing I use to play this game, everything else is deleted, so If you use a game controller you need to adjust the corresponding section of the files.
Note2: Be aware that although the X and C QTE's key can be custom mapped the Mouse Left and Right can not. Also the game is harcoded to still read the X and C on their default keys...
Note3: Finally, as a bonus...Did you know that you can cheat all the QTE events?
I have created an Autohotkey script that can breeze through all the QTE assuming you mapped your keys like this, but feel free to experiment with the script
###KEYBOARD
KEY_FORWARD = W KEY_BACK = S KEY_RIGHT = D KEY_LEFT = A KEY_KAMAE = SPACE KEY_KAMAE = MB_RIGHT KEY_RELOCKON = T KEY_RUN = J KEY_FIRE = K KEY_FIRE = MB_LEFT KEY_ASHLEY = C KEY_CK = K KEY_KAMAE_KNIFE = L KEY_OPTION = ESCAPE KEY_C_U = 00000 KEY_C_U = MA_WU KEY_C_D = 00000 KEY_C_D = MA_WD KEY_B = Z KEY_A = K KEY_SSCRN = E KEY_U = W KEY_U = MA_UP KEY_D = S KEY_D = MA_DOWN KEY_R = D KEY_R = MA_RIGHT KEY_L = A KEY_L = MA_LEFT KEY_EV_CANCEL = F KEY_CANCEL = L And this is the script in question:
*Q:: if (AutoRun == False) { Send, {W Down} Send, {J Down} AutoRun := True } else { Send, {W Up} Send, {J Up} AutoRun := False } return
~*I:: loop { If !GetKeyState("I","p") break else { send {K down}{Z down} sleep, 10 send {K up}{Z up} sleep, 10 } } Return
*M:: { send {LButton down}{RButton down}{X down}{C down} sleep 10 send {LButton up}{RButton up}{X up}{C up} } return
*R:: { send {SPACE down} sleep 100 send {T down} sleep 100 send {SPACE up}{T up} } return
1::Exitapp Now I will explain it a little: - With the Q key you can toggle Autorun on or off - With the R key you can reload your weapon without pressing the Ready Weapon key - You can hold the I key to pass all the QTE smash X or C keys events. e.g. when prompted to sprint - You can press the M key whenever the game tells you to press X and C or Mouse Left and Mouse Right in QTE events, this makes the fight with Krauser a piece of cake because the game doesn't care if you press all the buttons as long as your press contains the needed keys...a big LOL at you Capcom
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Post by alfredox123 on Mar 14, 2014 9:52:21 GMT 10
what are the buttons to rotate items on inventory?
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Posts: 21
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Post by alfredox123 on Mar 14, 2014 9:59:48 GMT 10
i want to put item rotate left to left trigger and item rotate right to right trigger, what i have to change? :S
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Posts: 189
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Post by marcelo20xx on Mar 14, 2014 15:10:15 GMT 10
KEY_LB = Rotate counterclockwise items when picked in inventory KEY_RB = Rotate clockwise items when picked in inventory
under the ###MENUS section. Only mappable on the input.ini file...
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Resident Button Modder
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Original Join Date: Nov 1, 2009
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Post by DarkSamus on Mar 14, 2014 15:42:42 GMT 10
^^Doesn't work because there is no XINPUT section under the menu's part of the config.ini file.
I'm still trying to see if there is a way around the issue.
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Posts: 189
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Post by marcelo20xx on Mar 14, 2014 15:58:04 GMT 10
###XINPUT_CONTROLLER_A
KEY_LB = KEY_RB =
Did you tried adding it manually? I don't have a controller to test
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Posts: 21
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Post by alfredox123 on Mar 15, 2014 1:19:37 GMT 10
i put
KEY_LB = QKEY_GC_B8 KEY_RB = QKEY_GC_B5
but didnt work :S
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