Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

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daveamerica
Posts: 2
Joined: 21 Nov 2017, 15:55

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

21 Nov 2017, 16:03

Hi evilC,

Great app! Makes things very simple!

One question, I'm trying to map a dpad up and down to a throttle axis using ButtonToAxis. It goes dpad_up | dpad_down > vjoy4_axis_x, 100% low, 0% mid, 100% high. It works but I'm only getting max throttle on, max throttle off.

Is there a way to work it so that I can get the full range as I hold the button (ex, hold at 70% throttle?) I was also thinking that I could map the mouse wheel, in game, but wasn't sure what function to use to make that work.

Thanks!
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evilC
Posts: 3590
Joined: 27 Feb 2014, 12:30

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

21 Nov 2017, 16:27

The low/mid/high settings are where you want the stick to be in each of the states

As you have both low and high at 100, you will get the same when you hold either key.
low is the value to set the axis to when you hold the low key
high is the value to set the axis to when you hold the high key
mid is the value to set the axis to when holding no keys
They are absolute values - 0 is one end of the axis, 50 is center, 100 is the other end

Mouse wheel is a button. It is slightly special though in that it will press and then release the button you map it to straight away (You cannot "hold down" mouse wheel up)
daveamerica
Posts: 2
Joined: 21 Nov 2017, 15:55

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

21 Nov 2017, 22:12

Ahhh that makes more sense. Appreciate the insight!

Can’t wait to see the updated version!
wyldstrykr

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

25 Nov 2017, 01:43

it is possible to output two buttons at a time???
eX pressing button 1 on a joystick outputs button 2 + button 3 at the same time.

ty and more power
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Dewi Morgan
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Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

28 Nov 2017, 02:01

Wow. This is a mindblowingly good AHK application which perfectly solved my problem when I found it yesterday: Deus Ex Human Revolution has a no-clip patch that requires an XBox controller, and I wanted to be able to toggle my keyboard to act as an XBox controller when no-clip was turned on.

I've read all 33 pages of this thread, and have a few bug reports and several plugins I'd like to write(*), but should I wait until the new version comes out instead? It sounded like the release might be imminent. Is there anything I can help with? You mentioned a discord channel?

{*
I'm most interested in writing "when active program <is/is not> <value>, switch to profile <value>" - this'd mean that I'd still be able to type in here even when I have blocking remaps enabled for when I switch to Deus Ex. It would also mean that I could seamlessly detect applications running, and switch to the correct profile for them. Though I've also considered writing a pull req for a checkbox to disable the currently selected/being-edited profile, since remapped keys are important for things like filling in notes plugins, renaming things, etc...

But the plugin that I lay awake last night plotting about is a "KeyToKeyCycle" plugin, with optional text-to-speech for each position in the cycle: Tab=>[1="fists"/2="pistol"/3="uzi"/4="rockets"]. Remap a single key to itself, it's just a "say something when this key is pressed" plugin: 5=>[5="stimpack"]; with the same key twice, mapped to itself, it'll say something then turning on/off a toggle-key (CapsLock=>[CapsLock="walk"/CapsLock="run"); and so on. Want to spam all the attack spells on your hotbar so you don't need to bother tracking cooldowns? Map a "spam" button to cycle through them as fast as you can tap it! Sounds a fun thing to write, but ideally needs dynamic UI elements to add as many cyclable keys as desired, but I think you couldn't see an easy way to do them in AxisRangeToButtons.
}
bs7599
Posts: 2
Joined: 30 Nov 2017, 15:29

UCR: WISH: Map physical to virtual axis via Modifier (key/button)

30 Nov 2017, 16:08

This is just essential - as there is no other software out there that could deliver this function!

It's common to have modifer functions to let buttons perform different actions when a modifier button is held. Every mapping tool out there is capable of doing this.

But there is no tool, that would allow an axis to act as a different axis when a modifier button is held!

In various console games whenever a different function of the analogue sticks is needed this is implemented in the game right away. The stick performs differently when you are driving a car (steering left/right) or flying a plane (rolling left/right).

It's very problematic and often impossible to emulate such a mapping in an (old) PC game. If it's not implemented, you will not be able to find any mapping software that can handle this!

Let's take Kerbal Space Program. There are control schemes for Xbox and PS4 making use of modifier keys to perform 9 (!!!) axes actions.

The setup routine of the PC version also offers configuration of up to 12 axes.

But your gamepad only offer 5 axes (and Xinput is generally limited to those 5 axes).

So there is no way you could make use of the configuration options of all those axes because your gamepad can't deliver them.

The solution: Modifier button(s)! Make 10 axes out of 5! Make 15 axes out of 5! Make 20 axes ouf of 5! ....

Even the steam controller is limited to Keyboard/Mouse and Xinput (5 axes). WHY? I just don't get it!

The function I suggest is just fundamental in my opinion and I don't understand why this has never been realized or implemented in any mapping tools.

Physical axis 1 -> mapped to virtual axis 1
Physical axis 1 + modifier button -> mapped to virtual axis 2

In Kerbal Space Program you could then do the following:

Left Stick L/R -> Yaw
Left Stick U/D -> Pitch
Triggers -> Throttle +/-

LB + Left Stick L/R -> Translate L/R
LB + Left Stick U/D -> Translate U/D
LB + Triggers -> Roll

Right Stick L/R -> Camera Horizontal
Right Stick U/D -> Camera Vertical
LB + Right Stick U/D -> Camera Zoom

With just one modifier key you would be able to configure ALL analogue axes KSP supports. This would be by far superior to any setups and workarounds out there including the offically implemented steam controller support!

This would also solve probably all of of the issues of older games that were never meant to be played via gamepad.

You could also turn your basic gamepad in a fully featured HOTAS system for space shooters/sims (like Freespace) or flight sims.

PLEASE CONSIDER THIS PROPOSAL!
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evilC
Posts: 3590
Joined: 27 Feb 2014, 12:30

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

04 Dec 2017, 07:02

@Dewi Morgan
We should have a usable version of the new implementation hopefully sometime around xmas
The new version is in C#, so if you are comfortable coding in that, then wait. If you are only comfortable in AHK, then use the current version.

@bs7599
UCR already supports shifted axes.
You need to use profile switching.
Make two child profiles, "Shifted" and "Unshifted", tick "Inherits from parent" in both.
In the parent, add a "Profile Switcher" plugin and have it shift to the Shifted profile on press and the Unshifted profile on release.
Then do your axis mappings in either the shifted or unshifted profiles.

When you hold the shift button, the axis will be mapped one way, when you release the button they will be mapped another way
marco_silva85
Posts: 1
Joined: 04 Dec 2017, 09:38

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

04 Dec 2017, 10:03

evilC,
I want to thank you for UCR, where I mapped two game controllers into one virtual so I can play single-player games with a friend sitting in my couch and us both being able to control the player in the game (e.g. one drives while the other one aims and shoot, or walk and take cover while the other one aims and shoot). It has been really fun.

I would like to give a bit of my time for a contribution of a bug report + feature request I believe would be useful (I'm in latest version 0.1.18) and a question.

Bug - When adding plugins, if they are like ten or more, then they go under the window size, there is no scrollbar and we can't map more plugins because we can't see them. I have seen this also reported, I also tried their solutions of resizing / closing UCR and opening, but without success, the scrollbar does not show. I just wanted to re-iterate this.

Feature Request - Most interaction in UCR is done through dropdowns which take many clicks, something that greatly slows down quick usage and experimentation. I would like to see something different, or, for a nice simple and quick solution, to be able to select multiple plugins that were added and then have an "Apply Stick ID / Vjoy ID" to these.

Question Can you tell me if I need SCPBus installed? I did not install it and it still worked correctly with vjoy + x360ce (the latter I use for translating vjoy to Xinput).

Thank you again!
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evilC
Posts: 3590
Joined: 27 Feb 2014, 12:30

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

04 Dec 2017, 10:08

Regarding the bug, I have been unable to reliably reproduce and debug this. I *have* seen it, but it appears to be timing critical and when I debug, it does not happen :(

Regarding the request - this is something we are seeking to address in the new version

SCPVBus is needed for UCR to natively output as virtual XBox. If you installed SCPVBus, you would not need X360ce to convert vJoy to xbox, you could select vXbox as output in UCR.
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Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

09 Dec 2017, 04:44

Does UCR support 4 player?(srry for bad english)
Chthulhu
Posts: 1
Joined: Today, 19:04

Re: Universal Control Remapper (UCR) - v0.1.17 21st Aug 2017

Today, 19:12

evilC wrote:@Helgef
ViGEm (Output)


Hi, i'm trying to use my keyboard instead of DS4 for PS4 Remote play, but can't setup it properly.

What i've found out from your posts , that it will be possible only after ViGEm implementation.
Is it correct or am i missing something ?

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