Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: Epyx on July 14, 2009, 04:26:39 pm
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Posted this on the STIV PC Keyboard thread but its probably better on its own.
Please go to the X-Arcade site and click on this link to submit a patch request to Capcom. I have done this and I am sure it wouldn't hurt if a few hundred more of us did this:
http://www.xgaming.com/support/questions/107/Street+Fighter+IV+-+PC+Setup
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You have to register to submit. I'm to lazy!
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Hehe so was I but only a few required fields ;)
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My stuff is all usb and recognized as game pads:D
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My stuff is all usb and recognized as game pads:D
That doesnt matter for everyone, I converted from i-pac to cthulhu boards and they are gamepads too but I cant get the start button to work. Others have had the same issue with other 3rd party game pads. The controller bindings wont stick that you set in the launcher, and no matter what button start is supposed to be, when you press it in game it wont work, and that means you cant get 2nd player to join.
They need to both fix the keyboard issue, and rework the controller setup/bindings/support.
I just filed a complaint, as if they will read it.
I like many people have spent hundreds of dollars building my own arcade machine. Most people use keyboard encoders like the I-PAC or KeyWiz to power the buttons & joysticks for these games as they work for emulation and other PC games.
SF4 does not work in 2 players with a keyboard so all of us with this type of setup can not play 2 players on the game! This was upsetting, but since I knew the game worked with my xbox 360 controller I went and modified my entire configuration and changed out my I-pac for 2 new encoders called Cthulhu MC, these are HID USB gamepad devices and make both my joysticks and buttons show up as windows gamepads.
I thought I had my issue fixed (at the cost of $100 and time/effort) and I soon found out that still I am screwed because for what ever reason it is impossible to get the start button function on my joysticks. Any configuration I do on the controls from the launcher do not stay, it resets itself after I close it, I need button 10 for start. But the default is 8. So I tried to play with it like this with button 8 as start (my FK button) and if I press FK it still doesnt work! So when I go to VS mode and it says press start on player 2 controller none of my buttons let 2nd player join.
So please as soon as possible patch the game to:
> Support 2 players via keyboard
> Better gamepad button mapping/config
> Change the press start for 2 player controller to press any button or any 2 buttons.
> Look into 3rd party controller/gamepad support I am not the only one with the start button problem.
> Make it so you can choose player 2 device from the game options in the same way you can choose P1 Device.
> Add Start button to the game buttons you can configure in game.
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X-Arcade has launched the complaint...if we even get a few dozen more in there it should help and I wouldn't be surprised if they end up patching it.
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:badmood:
I really hope Capcom patches this game, but I have to admit, I’m not very optimistic. I’m seeing an increasing number of instances of game companies leaving their customers out in the cold. I sincerely hope they’re different, but if Capcom is anything like a lot of the other companies out there, it’ll all come down to the bottom line ($$). The fact that we BYOAC’ers are an even smaller sub-section of the gaming community isn’t going to help matters, I’m afraid.
I sincerely hope Capcom does the right thing and proves me wrong. But until then, the trend will continue where less and less of my hard earned cash is flowing to the Sonys and Capcoms and more and more of it will be going to the Ultimarcs and GroovyGameGears.
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I have a new work around if anybody is suffering incompatibility with 3rd party gamepads/devices.
As stated above my Cthulhu boards were not working with the game, the work around is a nice little program Racer S put together.
XBOX 360 Controller Emulator v3.0 (http://www.tocaedit.com/IB/index.php?automodule=downloads&showfile=4)
I just did exactly what it said, dropped the files in the game.exe folder and when I started the game it must recognize my joystick as 360 controller now and all my buttons including the all important start button work!
The thing about work arounds is it makes the company less prone to fix the issue at hand, but this still doesnt fix the issue for those using an ipac or keywiz.
Also this emulator is only working for 1 of my joysticks at a time, if I plug them both in it only picks up one of them, so I still do not have 2 player.
Update: got both joysticks working in game!
I had to disable all the HID devices other than my 2 controllers, seems my Saitek Gamers keyboard was causing a conflict. Also had to manually add an entry for the 2nd controller in the .ini file for the controller emulator and change its index #. There are no directions on how to do this so you just have to look at the file and see how its laid out and figure it out on your own.
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Thanks for the link. I was planning on trying a PSX based arcade controller with a USB adapter, so this will help with any issues I might have.
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it is pretty ridiculous of CAPCOM to release a PC game that you can't fully use on a keyboard!
But personally I blame Microsoft more than anything. It's part of the "Games for Windows" scheme. Hell even the 'how to play' has the Xbox360 controller pictured not a keyboard.
There's a few people over at HyperSpin (this thread (http://www.hyperspin-fe.com/forum/showthread.php?t=3793)) using ppjoy which emulates keyboard keys as gamepads as a workaround.
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it is pretty ridiculous of CAPCOM to release a PC game that you can't fully use on a keyboard!
But personally I blame Microsoft more than anything. It's part of the "Games for Windows" scheme. Hell even the 'how to play' has the Xbox360 controller pictured not a keyboard.
There's a few people over at HyperSpin (this thread (http://www.hyperspin-fe.com/forum/showthread.php?t=3793)) using ppjoy which emulates keyboard keys as gamepads as a workaround.
Problem with PPjoy is its like 5 years old and only a 16bit program so it wont work on a 64bit OS, many more of us are using 64bit now days then back then. So I cant use that work around.
PPjoy + Glovepie is the first thing I would have done if I could have.
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I just found out that one of my former colleagues from EA now works at Capcom (via Facebook) and have asked him to put a direct word in with the devs...hopefully that helps too! :)
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I just put in a request for a controller patch to Capcom also. I got the game in the mail last night, installed it, was excited about how good it looked, and then crestfallen when I went to try to map player 2 :angry:
I am using 32 bit XP, so hopefully PPJoy will work for me. Still will be annoying that I have to create a custom keywiz map to load so I can use A and B in the menus. Arrggh.
Also, anyone experience the 'Kick bug'? This is when none of the kicks work, regardless of the keys they are mapped to. I usually have this when I start the game, and it is random on how to get them to start working. Sometimes, if I go into training mode they start working and then back to the game and they are good. Other times, they just never start working. It doesn't matter what you map them to, or whether you use one of the default mappings, they just don't register. Weird. Let me know if there is a patch or workaround for this you have heard of.
Thanks,
Rob
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I sent one into Capcom too.
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mee too
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me also
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Here's what I submitted:
"Greetings,
I am one of many customers who owns a PC based arcade machine. I have spent thousands on building it, only to not have it work properly with your game! Please release a patch that allows both player 1 and 2 to use the keyboard simultaneously! I own an ipac (ultimarc.com) and it allows pro arcade controls to be interfaced to a keyboard. You have rendered my arcade unit useless with your game. Please support the arcade community and release a patch for keyboard assigning for both players.
Your system requirements are misleading. Where is the asterisk next to the keyboard requirement stating "for 1 player only".
(see below)
Minimum Requirements:
* OS - Windows® XP
* CPU - Intel® Pentium® 4**** or higher
* RAM - 512 MB (Windows XP) / 1 GB (Windows Vista)
* Hard Drive - 8.0 GB
* DVD-ROM drive - DVD9 compatible
* Video - VRAM 256 MB, DirectX®9.0c / Shader3.0*, NVIDIA® GeForce® 6600 or greater**
* Sound - DirectSound compatible. DirectX®9.0c
* Peripherals - Mouse, Keyboard
Thank you for taking the time to read this."
~ DeLuSioNaL
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Nice. Mine was similiar to yours. I have msg'd my former co-worker again and really hope he can put a bug in the dev's ear.
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I really wish I knew enough to implement the workaround with PPJoy. I don't get it... at all. First time for me. Can someone explain the concept of what gets loaded when?
When is the script executed? Is the script a text file loaded at startup? I feel like an idiot.
~ DeLuSioNaL
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Hell even the 'how to play' has the Xbox360 controller pictured not a keyboard.
Microsoft actually requires all Games For Windows games to feature gamepad support and Microsoft markets the Xbox 360 controller for PCs in wired or with a USB wireless dongle. It's only logical to use that controller for the diagrams.
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I sent Capcom another inquiry regarding the control issue and lack of support for keyboard controls for ALL players.
Here's what I wrote:
"I am following up for a request submitted on 8/7/2009. Details of this request have been posted on our forums here: http://forum.arcadecontrols.com/index.php?topic=94320.0 I also understand that X-Arcade has contacted you regarding this as well.
Any idea when you guys will be release the patch for the PC that allows more than one player to use the keyboard? Currently any additional players must use a game controller. This is not feasible for home Arcade Cabinet which uses keyboard encoders for all inputs.
At this point there are many upset customers on the arcadecontrols.com forum that cannot use this game on their arcade units that they took the time and money to build.
Also, is there any way the game can execute directly after the .exe is run, instead of going to the options screen and then having to hit enter to bypass it?
Thanks again."
I encourage everyone to send them a note. I'm sure if they receive enough requests, they cannot ignore re-examining the possibility of a patch.
DeLuSioNaL29
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Done. Agreed, let's keep pouring it on :)
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A Capcom forum user has already released a patch sometime ago. Works perfect with my i-pac.
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A Capcom forum user has already released a patch sometime ago. Works perfect with my i-pac.
Any links to support your statement? I've searched and came up with nothing.
D
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Here ya go http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/18347559/SFIV_PC__2_players_on_keyboard?num=10&pg=11
look for the post 104 with the dl links. Post 101 has the i-pac settings.
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Thanks. I'll check it out. Still, I think Capcom should do their part and release an "official" version.
DeLuSioNaL
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Still a good idea to let Capcom know or they will just pull the same thing next game. Thanks for the link though!
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UPDATE: The patch worked beautifully after a few quirks that I ironed out with my setup.
I have posted a quick guide with pics on how to configure it here:
http://forum.arcadecontrols.com/index.php?topic=96377.0
No more PPJOY! And this patch works with 64 bit OSes! :applaud:
Thanks for the link lingpanda.
DeLuSioNaL29