Main > Lightguns |
Lichtknarre: Unmodified Wii remote as a sight accurate Lightgun using 2/4 LEDs |
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BadMouth:
Also make sure you've enabled the buttons in vjoy. Edit: This is also where Howard's Troubleshooter 2 or Demulshooter software comes in, but I haven't messed with it in a long, long time. |
RandyT:
Just posting this in hopes of saving someone else some headaches. I'm not sure how many already know this, but the latest dev builds of PCSX2 have native GunCon2 support built-in and mouse emulation (single player only.) Unfortunately, it doesn't work with Lichtknarre "out-of-the-box." In it's default configuration, just running it will stomp all over Lichtknarre, even going as far as making the connected remote no longer visible in the test tab of the Lichtknarre software. After a couple of hours messing with it, I realized that the SDL input driver, which is enabled by default, seems to have some built-in BT functionality to support DS3 controllers. This creates a conflict with Lictknarre. But at least on my system, trying to disable SDL through the menus causes a hard crash, requiring task manager and/or a reboot to recover. Solution: Before running PCSX2, go into the configuration file (I believe it's located in a folder called "inis") and do a search for "SDL" in the inputs section. It's set to "True" by default. Change this to "False" and make sure directinput is set to "True". Then save the file. After doing this, it no longer walks over Lichtknarre. The emulator also has great support for the current output methods used by Lichtknarre, so all of the remotes buttons even work properly in mouse mode. This emulator works so well that I finally feel like I can stop beating on my old PS2 and it's optical drive, which I'm sure must be on the edge of collapse. :) |
ZTylerDurden717:
--- Quote from: RandyT on February 21, 2023, 11:22:18 am ---Just posting this in hopes of saving someone else some headaches. I'm not sure how many already know this, but the latest dev builds of PCSX2 have native GunCon2 support built-in and mouse emulation (single player only.) Unfortunately, it doesn't work with Lichtknarre "out-of-the-box." In it's default configuration, just running it will stomp all over Lichtknarre, even going as far as making the connected remote no longer visible in the test tab of the Lichtknarre software. After a couple of hours messing with it, I realized that the SDL input driver, which is enabled by default, seems to have some built-in BT functionality to support DS3 controllers. This creates a conflict with Lictknarre. But at least on my system, trying to disable SDL through the menus causes a hard crash, requiring task manager and/or a reboot to recover. Solution: Before running PCSX2, go into the configuration file (I believe it's located in a folder called "inis") and do a search for "SDL" in the inputs section. It's set to "True" by default. Change this to "False" and make sure directinput is set to "True". Then save the file. After doing this, it no longer walks over Lichtknarre. The emulator also has great support for the current output methods used by Lichtknarre, so all of the remotes buttons even work properly in mouse mode. This emulator works so well that I finally feel like I can stop beating on my old PS2 and it's optical drive, which I'm sure must be on the edge of collapse. :) --- End quote --- Excellent, that'll probably save me time when I get around to it. Have you played Resident Evil: Dead Aim? It's an absolute gem for light guns By the sounds of it, I don't have to use the nuvee plugin anymore with native guncon2 support included in the latest builds. |
ZTylerDurden717:
[Deleting comment] |
Howard_Casto:
So I'm finally back to near 100% and lots of parts came in from Chinese ebay, so I'm resuming work this weekend. My new mosfet modules came in and they appear to work just fine. Also the 7.5v power pack I have left over from the uzi shell seems to power the solenoid I picked out for the pistols just fine. I'll wire one up this weekend, charge the cell and do some testing to see how they fair with the average game. My guess is the charge will be adequate for pistol games but not so much for analog stick gun games where the recoil is constantly firing. I bought a cheap buck converter to put in one of the guns to see how viable running the wiimote off the same 7.5v pack will be. The solenoids for the machine guns came in and damn I hope I can hold these things. They are almost as big as a wiimote and fairly heavy. It'll be a challenge getting them in there along with a wiimote pcb. I ordered black wiimotes as I'll be painting the nkyo pistols black and one of the sellers sent me a wiimote clone instead of the real deal. It's one of those clones that look 100% identical except for the lack of a "wii" logo at the bottom. The good news is, unlike the nyko wands they connect and work just like the real deal. Black wiimotes are getting surprisingly hard to find at a good price, so that might save you some money. Once I get what I feel is an easy to build hardware prototype built I'll start a new thread to keep from cluttering this one. One thing of note. I was having problems getting the wiimotes to reconnect once powered off and assumed it was lichtknarre but apparently it was due to an interaction between it and mamehooker. I hook the hid handles of the wiimotes to send them rumble data and while that works just fine if lichtknarre hooks the wiimotes first, it'll block lichtknarre from re-establishing a connection to a wiimote if those handles are still hooked. The solution is fairly easy, I just close the handles after a game shuts down, but it will require a new version of mamehooker to be released to fix. Of course a workaround right now would be to close mamehooker via a command line call prior to re-connecting and then launch it again afterwards. |
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