Originally created by: danialho...@gmail.com
Originally owned by: danialho...@gmail.com
What steps will reproduce the problem?
1. Set the motor duration to a point where you cannot feel the opposite motor kick in at the end of the effect (usually around the 60 | 120 mark)
2. Run Trine 2 and get hit by an enemy
3. Increase the Duration to 500 | 500
4. Run Trine 2 and get hit by an enemy
What is the expected output? What do you see instead?
Where as most games have correct rumble intensity at 60 | 120, Trine 2 is non existent until you max the motor durations out.
This seems to imply its something we could improve on, maybe we interpret the vibration sent from Trine 2 incorrectly?
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Originally posted by: danialho...@gmail.com
not invalid, we are definitely interpretting something wrong in this title.
Status: New
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Originally posted by: danialho...@gmail.com
We don't have any suitable logging being performed for type 2 rumbling, so its not possible to determine the values sent by the game.
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Originally posted by: danialho...@gmail.com
This seems to be only occuring with the Type 2 vibration.
Tapcio, would it be possible to implement a motor duration multiplier that can be set from the gdb, or use gdb side overrides for fftype?
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Originally posted by: tapcio
This can be done quite easy, gdb is indeed a ini file. Look here: http://code.google.com/p/x360ce/source/browse/trunk/x360ce/x360ce/Config.cpp#114
ReadGameDatabase() returns HookMask value from gdb file, if is non zero it will be used in ReadConfig(). ReadGameDatabase() can be extended to return more values by arguments or create structure and pack all needed data.