Steam says I've played Injustice for 2 hours total.
That's not the case. Apparently I've messed with trying to set the controls up for 2 hours total.
On my cab, the game is fine in the menus, but craps out when playing the video before a fight.
The screen freezes, but the audio continues on. No way out but to kill the process.
There is a VC redist that Steam is trying to install, but it just sits there forever and doesn't install.
Pretty sure that is the culprit. Probably some weird Vista thing or I don't have something else installed that it is dependent on.
EDIT: ....or maybe it was that video card driver update that I rolled back because it killed the speed of everything else running on the cab...
So, I'm working on my laptop. I wasn't able to test two players simultaneously using the keyboard because my laptop doesn't have a numpad or way to emulate one and it's needed to activate P2.
No solutions to report, but figured out a few things.
>pic of default inputs are attached (accept and back are the same for P2. These stay as G and J (numpad 4 & 6 for P2) and do not change when the keys are remapped)
>The current version of x360ce works with Injustice just fine if using a generic gamepad. Even though the game can accept directinput, if you run it through x360ce, the game sees it as an xbox controller. This game does require some special settings to "hook" HookCOM=1
>The current version of x360ce doesn't look at x360kb.ini. I renamed the working x360ce.ini to x360kb.ini and get a message that the versions don't match. I get the same message when no ini file is present. I don't think it's looking for x360kb.ini at all
So I went back to using the same files that are in the SSFIV thread. Looking at the log files, nothing is going wrong but the game doesn't detect the virtual controllers.
You do need to add BackgroundMode=1 like in MKK or else there are erros.
Another observation is that when the dll file is present, the game also fails to detect a real xbox360 controller that is connected.
This stuff is a bit over my head, but I think the issue with the x360kb files is that they aren't "hooking" like the x360ce files.
(I think it means that there is 2-way communication between the game and controller, but like I said..I'm in over my head)
So, if there is a way to get the x360kb files to "hook", then they might work.
I've tried HookMode=1, HookMode=2, HookMode=3, based on older versions of x360ce, as well as HookCOM=1 to the x360kb.ini, but no dice.
EDIT: from reading message board posts, I believe the dll paired with x360kb is from r444 of x360ce. I'll brows through the changelog from around that time and see if there is any info on the hooks.
I'm tempted to see if a virtual dinput device generated by vjoy could be the source for x360ce.
That's removing the actual input from the game one step farther though.
I could just break down and use vjoy I guess, but for dinput devices, the game just displays the button numbers when navigating the menu and I find it kinda confusing.
i.e. press [1] for accept or [2] for back.
I could just go the key-wiz uploader route, but that's not going to benefit people without a key-wiz or who can't run the uploader.