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Keyboard2Xinput (Virtual X360 pads from keyboard)

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TheManuel:
Yes, that's correct; vjoy's key blocking did not work for me when I had Windows 7 but started working when I migrated to Windows 10.  My i-Pac setup works fine for my and keyboard2xinput is a painless enough solution for my few PC games, it's just Injustice 2 that is giving me these issues.  It's strange that it's "sister game" MKX doesn't have it as well, so they've probably changed their input handling code.

getnbizzy:

--- Quote from: Schwing on August 17, 2018, 02:46:12 pm ---Hi, I have a IPAC2, and though it works quite well with emulators, it's a pain with recent Windows games that only support XInput. I tried quite a lot of solutions (only one working was UCR, but it's quite a pain to configure), but nothing was as simple as the old x360-like dll plus a mapping file.
I had been following Nefarius' ViGEm Bus Driver (https://github.com/ViGEm/ViGEmBus), and in february began implementing some software with it. After quite a bit of fiddling, I had something working. Fast forward 6 months and I finally got around to polishing it a bit and making a public release, so here it is: https://gitlab.com/SchwingSK/Keyboard2Xinput.

I'm not going to copy/paste the whole documentation here, but here are the highlights:

* simple mapping file as configuration (one key = one button/axis)
* creates as many pads as you want (not tested but should work with IPAC4 or any other keyboard encoder)
* lightweigt (fast startup)
* discreet (no splashscreen)
* supports passing mapping file as argument if you need different mappings for different games
* support for a toggle on/off key so that if you need your keyboard in-game you can have access to it
* open source so that anyone can submit merge requests/fork the project
I've tested it on Windows 7 & 10. On my two pcs, it has been quite stable, BUT: this is my first time coding in C#, I tried to follow conventions, but I'm sure I made lots of beginner mistakes, so keep that in mind if it misbehaves/doesn't work

Any comments are welcome, I'll TRY to address issues, but my experience in C# is limited, so no promises ;)

--- End quote ---
Thanks Schwing. This could be the next best thing since demulshooter. I was digging around github last night trying to figure out what was needed and found it a bit confusing. I kept getting an error when running keyboardxinput.exe and found that I didn't have my prerequisites. Any chance you'll be packaging the driver and the keyb2xinput files into a simple installer with instructions? I think it would really increase the number of people that would be willing to help test and debug this program.

branded:
Shwing,

Thanks for your efforts to this annoying issue.

Is there any possibility of your software to support 4 gamepads/players?


Thanks!

TheManuel:

--- Quote from: branded on January 13, 2019, 05:40:04 am ---Shwing,

Thanks for your efforts to this annoying issue.

Is there any possibility of your software to support 4 gamepads/players?


Thanks!

--- End quote ---
The list of features on the first post states that you can create several virtual pads. 
Did you try it and it did not work?

Yardley:
This is awesome! Wow, how is there no more talk of this?

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