Request: 360 controller on PC


(SPEEDBUTCHER) #81

The audio port works fine you need to set it up under your sound settings/voice. I use it for voice communication programs like skype and games.

I actually use both a mouse and gamepad while playing pc games. It gives me gamepad control with mouse precision.

Dev let us choose which way we want to play with either K&M or gamepad or even both.


(flamemc) #82

The least they could do is have its so its locked to sigle player mode, at least then we could almost get a feel for the game.


(QUADDAMAGE) #83

[QUOTE=Feather5tone;298539]

I’ve tried a lot of variations to no avail - anybody out there actually want to help us crack this and not just try and shove a keyboard down my throat? I will love you forever and make you cupcakes.[/QUOTE]

Did you do the last step in that steam post ? (copy/paste into notepad, save as cfg.exe and drag/drop into game file?)


(Feather5tone) #84

Did you? Did it work?

I did what it says in the actual Brink config file, which is:

// Any custom commands or bindings should be put into ‘autoexec.cfg’
// in the same folder as this file
// ************************************************** *******

Is there another step that I maybe have to do? I tried so many different things that I saw on different sites I can’t remember honestly. I’ll try the “cfg.exe” again tonight but I’m fairly certain it didn’t do anything for me before. I was assuming that the controller would magically spring to life after starting the game with that config, but maybe I have to activate the console and turn the controller on somehow manually?

An official how to would be tremendous right about now… We all know that is exist, I don’t see why it was taken out in the first place. If I was actually playing the game for all these hours instead of wasting times looking for a fix I’d be level maxed by now LOL / :frowning:


(flamemc) #85

Ive tried the code as a brinkconfig.cfg and as autoexec.cfg

neither worked, then i tried all the different ways and still nothing.

Anyone got any clue on how to enable this.


(Feather5tone) #86

Somebody started a poll to get some attention on the Bethesda forums. Please hit it up and vote. You never know - maybe if we brute force the issue we can at least get a reply from someone at SD or Bethesda.


(PixelMurder) #87

@ the Devs,
i bought Brink for PC, because i tought, it supports controller.
Without native controller support, i won’t ever play this game, that is a fact.


(murka) #88

Can’t you setup your controller using the in_joy cvars?
First, listControllers to get its hash. Put the hash of your desired device into in_joy1_device.
Then you can map every button on the controller, but to bind the axis to something, you need to fiddle with more cvars.
First set the in_player_forward_axis to something like 0-5(trial and error here).
Do the same with in_player_pitch*, in_player_yaw*, in_player_side*, in_player_lefttrigger* and in_player_righttrigger* cvars.

There was a proper tutorial and example config in the old etqw forums, but activision killed it.


(Feather5tone) #89

[QUOTE=murka;302787]Can’t you setup your controller using the in_joy cvars?
First, listControllers to get its hash. Put the hash of your desired device into in_joy1_device.
Then you can map every button on the controller, but to bind the axis to something, you need to fiddle with more cvars.
First set the in_player_forward_axis to something like 0-5(trial and error here).
Do the same with in_player_pitch*, in_player_yaw*, in_player_side*, in_player_lefttrigger* and in_player_righttrigger* cvars.

There was a proper tutorial and example config in the old etqw forums, but activision killed it.[/QUOTE]

There is a list of values on Page 4 - how can we plug all of that in? I think we have what we need, it’s just a matter of putting together a config file in the correct format and dropping it into the right directory. So far we haven’t put the pieces together correctly. If you could go by what we have and make some more detailed steps there’s a chance we could crack this.

It’s obvious that some folks here are more capable of modding the game than others, so for the sake of everybody, assume that we need baby steps. I’m decently capable, but this one is still over my head. Thanks again!


(murka) #90

Found a part of the controller guide in one of the etqw 360 configs.

// ====================================================================
//
//                       CONTROLLER INPUT GUIDE
//
// Each controller device has a unique hash value identifying it.
// Use the "listControllers" command to display a list of currently
// connected controllers and their unique hashes. There are 4 joystick
// slots available for binding, and you set the controller associated
// with each using the cvars in_joy1_device through in_joy4_device. 
//
// 
//
//
// BUTTON BINDING
//
// The buttons of a controller are bound as follows:
//
// bind joy<number>_<button> [command]
//
// where <number> is the slot number for the controller, and <button> 
// is between 1 & 32, or one of the following:
//
// DPAD_UP
// DPAD_DOWN
// DPAD_LEFT
// DPAD_RIGHT
// LEFT_TRIGGER
// RIGHT_TRIGGER
//
// eg: You want to bind the right trigger of the first joystick
//
//     bind JOY1_RIGHT_TRIGGER _attack
//
//
// AXIS ASSIGNMENT AND ADJUSTMENT
//
// There are several different input modes, at the moment these are
// player, car, heli, and hovertank. Each input mode has a number of
// axes defined - each is fully configurable. The parameters to tune
// are:
//
// joy       - Joystick number (1-4) used to control this axis
// axis      - The axis of the controller that provides the input (0-7)
//             Note that the axis numbers vary between different
//             devices.
// invert    - Reverses the axis
// deadZone  - The threshold of controller input. Eg, if dead zone is
//             0.2, you have to move your controller past the 20% point
//             before it starts to affect the game
// offset    - The value of the controller when it first passes the
//             dead zone. Eg 0.2 deadzone with 0.1 offset: When the
//             controller is at 20% the input value will be 0.1 (10%),
//             and will increase from there
// power     - The input value is raised to the power of this number,
//             to allow acceleration. By default, the player input uses
//             a power of 4 for aiming, providing the ability to finely
//             aim using small inputs, but turn fast by moving the
//             stick to its limits. One gives a linear response.
// speed     - The scale factor used once the other calculations are
//             complete. The maximum value the other calculations will
//             reach is 1.0, so the speed is equal to the maximum value
//             that is fed into the game.
//
// The CVars used to control these settings are of the form:
//
// in_<mode>_<axis>_<parameter>
// eg: in_player_yaw_axis
//
// The default values for these cvars have been set up for the first
// Xbox 360 controller, and if you lose your config they will reset to
// this state.
//
//
// ====================================================================

// Devices - these are XInput 360 controllers 1->4
seta in_joy1_device "232429"
seta in_joy2_device "232566"
seta in_joy3_device "232703"
seta in_joy4_device "232840"

// Xbox 360 controller button setup
// =================================
// "JOY1_1"        // A
// "JOY1_2"        // B
// "JOY1_3"        // X
// "JOY1_4"        // Y
// "JOY1_5"        // Left shoulder pad
// "JOY1_6"        // Right shoulder pad
// "JOY1_7"        // Left stick press
// "JOY1_8"        // Right stick press
// "JOY1_9"        // START
// "JOY1_10"    // BACK
// =================================

seta in_player_side_power "1"
seta in_player_side_offset "0"
seta in_player_side_invert "0"
seta in_player_side_speed "140"
seta in_player_side_deadZone "0.2"
seta in_player_side_axis "0"
seta in_player_side_joy "1"
seta in_player_forward_power "1"
seta in_player_forward_offset "0"
seta in_player_forward_invert "1"
seta in_player_forward_speed "140"
seta in_player_forward_deadZone "0.2"
seta in_player_forward_axis "1"
seta in_player_forward_joy "1"
seta in_player_yaw_power "3"
seta in_player_yaw_offset "0"
seta in_player_yaw_invert "1"
seta in_player_yaw_speed "170"
seta in_player_yaw_deadZone "0.01"
seta in_player_yaw_axis "2"
seta in_player_yaw_joy "1"
seta in_player_pitch_power "3"
seta in_player_pitch_offset "0"
seta in_player_pitch_invert "0"
seta in_player_pitch_speed "100"
seta in_player_pitch_deadZone "0.01"
seta in_player_pitch_axis "3"
seta in_player_pitch_joy "1"

You can bind the buttons on the controller using the in-game menu.

Now, to use a config file, just copy this to a plain text file, save it as autoexec.cfg at Steam\userdata"username"\22350\local\base and try it in the game.


(CalUKGR) #91

[QUOTE=Darkshier;296528]What does any of that matter? I want to play the best version of the game with the controls that I want, that the creator of the game himself says he uses from time to time. I don’t want to play the inferior console versions with less resolution, framerate, AA, etc…

I want to play the PC version with all the bells and whistles, with my controller. Its obviously possible to do so as Wedgewood himself says he has done it and the game was previewed for over a year with the 360 controller on a PC.

If Brink is playable via controller through console commands, can someone at SD at least give us those commands so we can play with a controller? Extremely frustrated over here. We are paying customers who want to enjoy Brink with controls of our choice. Please SD, respond to this issue and let us know if you can help us out here.[/QUOTE]

Couldn’t agree more with this. Well said. Please give us 360 controller support. I’m actually quite upset to discover this otherwise brilliant game lacks it. In the name of all that’s decent and holy: why?


(Feather5tone) #92

[QUOTE=murka;303120]Found a part of the controller guide in one of the etqw 360 configs.

awesome stuff

You can bind the buttons on the controller using the in-game menu.

Now, to use a config file, just copy this to a plain text file, save it as autoexec.cfg at Steam\userdata"username"\22350\local\base and try it in the game.[/QUOTE]

First, listControllers does nothing in the console. When entered nothing happens and a list is not populated when the controller is plugged in. Does that mean it is straight up ignoring all controller inputs?

Second, I created the autoexe.cfg file using the values you listed. Dropping it into the correct file and then running the game - nada. The controller is unresponsive and I’m unable to bind keys in-game.

Could you comment on one thing? This is exactly what I put into the autoexe.cfg. Am I putting in anything I shouldn’t be?:
[B]
seta in_joy1_device “232429”

// Xbox 360 controller button setup
// =================================
// “JOY1_1” // A
// “JOY1_2” // B
// “JOY1_3” // X
// “JOY1_4” // Y
// “JOY1_5” // Left shoulder pad
// “JOY1_6” // Right shoulder pad
// “JOY1_7” // Left stick press
// “JOY1_8” // Right stick press
// “JOY1_9” // START
// “JOY1_10” // BACK
// =================================

seta in_player_side_power “1”
seta in_player_side_offset “0”
seta in_player_side_invert “0”
seta in_player_side_speed “140”
seta in_player_side_deadZone “0.2”
seta in_player_side_axis “0”
seta in_player_side_joy “1”
seta in_player_forward_power “1”
seta in_player_forward_offset “0”
seta in_player_forward_invert “1”
seta in_player_forward_speed “140”
seta in_player_forward_deadZone “0.2”
seta in_player_forward_axis “1”
seta in_player_forward_joy “1”
seta in_player_yaw_power “3”
seta in_player_yaw_offset “0”
seta in_player_yaw_invert “1”
seta in_player_yaw_speed “170”
seta in_player_yaw_deadZone “0.01”
seta in_player_yaw_axis “2”
seta in_player_yaw_joy “1”
seta in_player_pitch_power “3”
seta in_player_pitch_offset “0”
seta in_player_pitch_invert “0”
seta in_player_pitch_speed “100”
seta in_player_pitch_deadZone “0.01”
seta in_player_pitch_axis “3”
seta in_player_pitch_joy “1”[/B]

It’s my first time doing this amount of fiddling with a PC title, so understandably I’m not entirely sure about the process.

Could you please take a few minutes and try this yourself to see if you can get it to work? We’re getting a lot of advice but with no confirmation of anyone getting anything running. If you are more familiar with this than me (almost assuredly) could you (or somebody else) give it a shot yourself and report back?

Thanks so much! We will get there brothers! (god, I’m going delerious…)


(flamemc) #93

None of these fixes work, if they wanted to give the fix for this, something tells me they dont want to. Its a simple case of waiting for someone else to figure it out. The steam forums are prob the best place too look.


(Feather5tone) #94

I’ve gotten some good leads there too. I’ve been posting everything I find in all 3 forums to try and throw the net out as far as possible (bethesda, sd, steam). The only problem with being patient is that Witcher 2 and LA Noire come out in a few days so my dedicated “BRINK-time” is shrinking by the minute.

If it’s as simple a fix as I imagine it is they should either hand it over or tell us it’s simply not going to happen. Judging by the complete lack of engagement with us I fear we are basically getting the latter. It’s a shame :confused: If competitive advantage is their reasoning for leaving it out they could at least restrict it to SP as mentioned above. I don’t see any harm in doing that.


(kreed_uk) #95

I’m really annoyed too. Bought the game of Direct2Drive had to wait a while for it to be activated in Europe, sat down on my couch loaded it up then discovered that I bloody couldn’t use my wireless Xbox 360 controller. I’m really not impressed especially as a mod mentioned something about it it working but not being officially supported.

Please sort this out. I would like to enjoy this game on my HTPC.


(flamemc) #96

Im also playing on a HTPC, ive really been biggin this game up for about 6 months, ive really been looking forward to it. But i dont see why i should buy an xbox just to play this game with a pad when most other games support the controller, and most bethesda titles also support the controller,


(SRS-Kap) #97

Hi all,

As stated earlier in this thread, we do not officially support controllers on PC… however…

If you launch brink through steam with the following launch option (Right click Brink, then Properties\General\Set Launch Options):

+set g_EnablePCControllerInput 1

This will enable the detection of controller devices. As this is an unsupported feature, there are a few things you should be aware of:

  1. You will need to create a config to bind the controller inputs to game actions
  2. We have only ever used the xbox360 controller this way internally
  3. There is no aim-assist in the PC version of the game

I hope this helps!


(Achromatis) #98

I love you so much man. Rumble even works! Now I just need to figure out how to map the controls properly…

Edit: At least, the left thumbstick is mappable. Must troll threads so I can figure out this cvar stuff.

Yeh rumble works, right stick works for camera(choppy though), input from the left stick works(up, down, left, right). I just dont know the cvar stuff to map the rest of the buttons(Ive never played ET, this is all new to me lol).

Anyone got an old controller cfg file from like Quake Wars or something?


(MarkcusD) #99

[QUOTE=Achromatis;304854]I love you so much man. Rumble even works! Now I just need to figure out how to map the controls properly…

Edit: At least, the left thumbstick is mappable. Must troll threads so I can figure out this cvar stuff.[/QUOTE]

Please let us know if you figure it out.


(Nail) #100

look for

in_player

this might help a bit, it’s for QW, but might put you on the right track

“listController shows the joysticks that are bound
you can also set in_showJoy to see joystick buttons and axes printed to the console
tested with one xbox 360 controller
other joysticks and multiple joysticks should work fine,”

http://www.linuxgames.com/archives/9937