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#481 |
![]() Join Date: Jun 2007
Reputation: 165
Posts: 65
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#482 |
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Attention anyone trying to get a PS3 controller to work as player 2!
After trying to get my PS3 controller to control player 2 for a few hours, I stumbled on a very easy way to do it - completely by accident of course! There is no need to use JoyID or anything like that, however you MUST have a Bluetooth adapter so your PS3 controller can connect to your PC wirelessly. I have no idea if this will work for anyone else, so hopefully someone can confirm this method. 1. Once your PS3 controller is set up to connect wirelessly to your PC, turn it on. Make sure it is set up to emulate a 360 controller, and is working correctly. 2. While the controller is still turned on and connected via wireless, plug it in via USB cable. You should hear the USB connecting sound, and once again open up MotionInJoy and click "enable". 3. Click the "game controller panel" button in MotionInJoy to see a list of connected controllers. If everything's worked correctly, it should list 2 XBox 360 controllers even though you only have 1 controller connected - open Portal 2, set up a split-screen game and your PS3 controller should be controlling player 2! Huzzah!! I'm pretty sure this works because MotionInJoy doesn't treat it as the same controller when you plug it in via USB, instead setting it up as a second controller & assigning it to the player 2 slot. Hope this helps!
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#483 | |
![]() Join Date: Dec 2009
Reputation: 2
Posts: 151
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Quote:
i tried but it didnt work for me, i plug the cable to the controller and click enable, but in the game controller panel it detects it as motion joy, not has an 360 controller i still tried opening portal 2 but it didnt work, maybe somethings missing? |
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#484 | |
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#485 | |
![]() Join Date: Dec 2009
Reputation: 2
Posts: 151
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Quote:
yes i click enable before conecting it wireless, it detects it has 360 controller, then i connect it with the usb cable and click enable on 360 controller, but in control panel, instead of 2 xbox 360 controllers it just apears controller(xbox360 wireless...) motioninjoy virtual game controller |
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#486 | |
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Quote:
If that doesn't work then I'm out of ideas
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#487 |
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After a lot messing around with settings in the joy_configuration file, I finally found out the correct mapping for a PS2 controller! Turns out, a lot of buttons on an Xbox controller don't exist on a PS2 controller... and for some reason, opening the mouse menu ("+mouse_menu_taunt" and "+mouse_menu") will completely destroy your ability to move! So as a result, you'll have to start the game at mp_coop_lobby_2, and skip the start. And of all the buttons which ARE on both, they are terribly mismatched. Here goes:
Code:
//Comment lines cmd2 joy_name "PS2 controller" cmd2 joy_advanced 1 // x = Left joystick horizontal motion // y = Left joystick vertical motion // r = Right joystick horizontal motion // z = Right joystick vertical motion // u = Necessary for x to work // v = Necessary for z to work // // 0 = unmapped // 1 = forward and backward motion // 2 = looking up and down (pitch) // 3 = leftward and rightward motion (strafing) // 4 = turning left and right (yaw) cmd2 joy_advaxisx 3 cmd2 joy_advaxisy 1 cmd2 joy_advaxisz 2 cmd2 joy_advaxisr 4 cmd2 joy_advaxisu 0 cmd2 joy_advaxisv 0 cmd2 joy_forwardsensitivity -1 cmd2 joy_sidesensitivity 1 cmd2 joy_pitchsensitivity 0.75 cmd2 joy_pitchsensitivity_default 0.75 cmd2 joy_yawsensitivity -1.5 cmd2 joy_yawsensitivity_default -1.5 cmd2 joy_autoaimdampenrange 0.85 cmd2 joy_autoaimdampen 0.5 cmd2 joy_lowend 0.75 cmd2 joy_lowmap 0.25 cmd2 joy_no_accel_scale 1 cmd2 joy_accelscale 2.0 cmd2 joy_accelmax 1.0 cmd2 joy_response_move 5 cmd2 joy_response_look 1 cmd2 joyadvancedupdate cmd2 crosshair 1 cmd2 hud_draw_fixed_reticle 1 cmd2 unbind "JOY1" // Triangle cmd2 unbind "JOY2" // Circle cmd2 unbind "JOY3" // X cmd2 unbind "JOY4" // Square cmd2 unbind "JOY5" // L2 cmd2 unbind "JOY6" // R2 cmd2 unbind "JOY7" // L1 cmd2 unbind "JOY8" // R1 cmd2 unbind "JOY9" // Select cmd2 unbind "JOY10" // Start cmd2 unbind "JOY11" // L3 cmd2 unbind "JOY12" // R3 cmd2 unbind "POV_RIGHT" // D-Pad Right cmd2 unbind "POV_UP" // D-Pad Up cmd2 unbind "POV_LEFT" // D-Pad Left cmd2 unbind "POV_DOWN" // D-Pad Down cmd2 unbind "X AXIS NEG" //Left joystick leftwards cmd2 unbind "X AXIS POS" //Left joystick rightwards cmd2 unbind "Y AXIS NEG" //Left joystick downwards cmd2 unbind "Y AXIS POS" //Left joystick upwards cmd2 unbind "R AXIS NEG" //Right joystick leftwards cmd2 unbind "R AXIS POS" //Right joystick rightwards cmd2 unbind "Z AXIS NEG" //Right joystick downwards cmd2 unbind "Z AXIS POS" //Right joystick upwards //Actions: // //"+jump" Jump //"+duck" Crouch/duck //"+use" Pick up objects/press buttons/etc. //"+quick_ping" (for co-op) Tell partner "Look here!" //"+zoom" Zoom in and out //"gameui_activate" Pause //"+attack" Shoot first portal //"+attack2" Shoot second portal cmd2 bind "JOY1" "+zoom" cmd2 bind "JOY2" "+duck" cmd2 bind "JOY3" "+jump" cmd2 bind "JOY4" "+use" cmd2 bind "JOY7" "+attack" cmd2 bind "JOY8" "+attack2" cmd2 bind "JOY10" "gameui_activate" cmd2 bind "JOY6" "+quick_ping" cmd2 joystick 1 cmd2 sk_autoaim_mode 2 cmd2 +jlook |
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#488 |
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Join Date: May 2011
Reputation: 0
Posts: 3
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2 keyboards 2 mice
I found a program called Teamplayer today it actually puts 2 mice on the screen and separates actions from one another
http://www.dicolab.com/try_it/ Im going to try experimenting with the free trial of this to see if I can get it to work with 2 keyboards and mice with this. |
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#489 |
![]() Join Date: Jun 2010
Reputation: 26
Posts: 171
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If you do not mind having your progress saved, you can simply have a keyboard/mouse and gamepad plugged in, then using in_forceuser. That changes the keyboard player to controlling P-Body, whilst the gamepad controls Atlas. Your progress will not be saved because in_forceuser is treated as a cheat.
(I'm using a Logitech G11, G700 and G710 and this combination worked for my brother and I. We just had to use map commands to move between each section, as the hub didn't change.) |
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#490 |
![]() Join Date: Apr 2011
Reputation: 0
Posts: 33
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Has anyone tried using a Saitek P880 with this? I can get everything working in single playing except looking and moving!
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#491 |
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Guest
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I've been trying to get the Wii classic controller to work with Portal 2 on my PC because it's the only computer in the house that has it, so any co-op done would have to be all through it. but I haven't been having much luck. I got an adapter for the controller, plugged it in, and followed the posted coding instructions given for said controller but to no avail. I can get the split screen to work, but for some reason beyond my understanding, the computer always tries to have one character (Atlas) operate under both the keyboard/mouse AND the classic controller.
Sort of. What usually happens is that the character is left spinning like a top like a turn key is stuck (dunno why) and only stops when you start messing with the keyboard/mouse controls, which ultimately overrides the controller, leaving you back at square one. Before I do this, I would have mixed results in getting the classic controller to respond in game. When I first tried it, I got partial controls, including jump, crouch, and the little tag thingy, but that's about it. But now, something I'm guessing I did in trying to fix it has made the controller completely unresponsive. The character just stands there and spins around and around until I take over with the keyboard/mouse. Never once have I gotten control of the other character (P-Body) with either the keyboard/mouse or the classic controller. As I see it, I'm just doing it wrong, so I want to ask if somebody can give me a THOROUGH step-by-step list of what to do to set-up split-screen co-op on the PC with a Wii classic controller, as I'm apparently missing something, and the current instructions that I can find are apparently not precise enough for me. :P If it helps any, I'm running Windows 7 (64 bit). |
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#492 |
![]() Join Date: Oct 2006
Reputation: 179
Posts: 832
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I got Single PS3 controller working!
Whew. It was a LOT of effort but I finally got it working!
My system is Keyboard & Mouse as Player 1, and PS3 controller as Player 2. I use Windows 7 64 Bit. I do not actually have a second PS3 controller so the simple solution of just hooking up two of them to force a controller to be Player 2 couldn't work for me! Also, my computer doesn't do bluetooth so this is a plugged-in connection. First off, get and install MotioninJoy. Instructions are here: http://www.hardcoreware.net/how-to-p...ndows-7-vista/ The steps are a little out of date. So here's a recap: #1: Plug controller in until windows detects it and says it's working (it isn't) #2: Install the MotioninJoy program #3: Inside the MotioninJoy program go to Driver Manager #4: Click the checkmark, click load #5: You can make sure it's loaded by it saying 'loaded already' on the right #6: Exit and restart the program. It can be a bit buggy and in order for any of the settings you're about to change to 'stick' you have to restart it first (after controller is plugged in). #7: On the main screen, make sure that the 'connected game controller' is detected or none of the settings will stick. If it says 'waiting for controller to be connected' then repeat step 6 (and step 5 first if necessary). #8: Make sure that you select the Playstation 3 option. I know everyone else is like 'use the xbox 360 config' but it's a freakin' PS3 controller so I made it work as a PS3 controller. (And it works don't worry.) #9: Click the 'enable' button right above the advertisement. #10: If you want to calibrate and make sure it's working, click 'game controller panel' to the right of the Enable button. Select 'virtual controller' and then 'properties'. Your left stick should make the + sign float around. Your right stick should make 'x rotation' and 'y rotation' bars move back and forth. Left and right bumpers (L2 and R2) should mess with 'z axis'. 'z rotation' and 'slider' should move around just as you wiggle and tilt the controller (they're the motion sensitive ones). And finally your dpad should show up in the 'point of view hat'. Then you can make sure your buttons are working: 1 = Triangle 2 = Circle 3 = X 4 = Square 5/6 = N/a? 7 = L1 8 = R1 9 = select 10 = start 11 = L3 (click left stick) 12 = R3 (click right stick) 13 = Playstation button This is all customizable under 'options' back in the main window next to Playstation 3. There's options to invert the sticks and stuff too for advanced users. I didn't mess with any of that. That's all for MotioninJoy! You can close the window to send it to the system tray or right click the icon in system tray and exit it. As long as you made sure to 'enable' first you're done there. Now you need to set it so that your controller is detected as the 2nd player and not the first. Instructions for that are here. Thanks be to Ritz* for this, it works perfectly and has very little setup involved. It took me a long time before I stumbled on this little gem smack in the middle of this long thread. http://forums.steampowered.com/forum...&postcount=178 (This works for the PS3 controller too!) Next up you need to do the config mentioned in the original post. Make the file, save it as described (both filename and the location you save it to are important so pay attention! If you get 'cannot exec' errors later when you're trying to add it in it's because you didn't type the filename the same way OR you didn't save it to the right folder!) Quick ping can be buggy, player 2 can make player 1's view shift slightly which is very annoying. I recommend not binding anything to +quick_ping, just leave it alone. Left on the dpad is the ping menu (just click left on dpad really quickly for quick ping, doesn't have the bug that the quickping function does) Up on the dpad is gesture menu. (For both menus use either left or right stick to pick an option, see following note: ) The context menus can be a little buggy, like only one person can use them at a time, and if you weren't the last one to use it, it's stuck on the other player's control or something. There's a trick to it (once you get the hang of it you can do it very quickly): Get the other person to stand still and not look around. Open context menu and close it doing nothing. Look around yourself (either with your mouse or your right joystick whichever person you are.) Open your menu again and this time you'll be able to select an option with mouse/joystick. This (and the +quick_ping bug) are about the only bugs I notice; other than that the game's extremely playable. The reason for this bug is that the game seems to only detect one 'style' of input at a time for things like 'hint buttons' and the context menus. And whoever 'looked around' most recently is the input it currently accepts. While in normal play this is not a problem and you can both move around and shoot portals and stuff at the same time, it's really only the context menus that have a problem. But at least it works! Also, the 'press this button' hints are all coded for an xbox 360 controller but there may be a way to fix that. Still working on it. In the meantime the buttons aren't hard to figure out. (UPDATE: It seems flagging it as a PS3 controller back in Motioninjoy, and not an xbox360 controller, seems to fix this. More testing is necessary.) And finally what to do when you're actually in game. 1: Enable developer console if you haven't already. Options -> Keyboard mouse -> Enable Developer console 2: In the main menu, go to cooperative and allow the friends list to load, then open the console. 2a: ONE TIME ONLY: exec the config file you created as per the original post. 3: And then type "ss_map mp_coop_start" (no quotes). This starts the game from the very beginning including the cutscene; if you want to skip straight to the hub hit escape and 'go to hub' (but only if you've already done the calibration course before). ADDITIONAL NOTE: If you want to reset your progress, like if you want to play with someone new, in the console do (no quotes for any of these) "sv_cheats 1" and then "mp_mark_all_maps_incomplete" and then "sv_cheats 0". Note that you may or may not get errors saying you can't do that as not being admin or whatever, especially in online multiplayer. Ignore them. It still works as both Peabody and Atlas. Resetting progress will mark all levels, including calibration course, incomplete, but it only changes the look and appearance of the hub on your next level load. So although you can do it at any time, you then have to play a level and come back for the hub to look any different. You can then hit escape and do 'go to calibration course', complete that and come back and you will have a fresh hub. Or just exit the game and start it again and it'll be fresh then (but if you start at mp_coop_start you won't have an option to skip directly to hub since the game has now flagged the calibration course as incomplete along with everything else.) It does NOT reset achievements or prevent you from getting them (although it says it will, ignore that, it only prevents them until you load another level, you don't have to exit or restart the game at all). It resets progress for BOTH players, not just one (even in online coop so watch out!). If you do any course except calibration course, it will show that level as completed when you return to the hub so therefore you won't actually have a fresh hub, it'll just be fresh up to the point you just got back from. This also occurs if you're in the middle of a level when you do it; it will show that level (and any others you complete before returning to the hub) complete, but all the levels before it will be blank. Finally, it doesn't reset stats. Such as how many steps taken or portals shot or points or any of that. It just resets which levels are marked as complete thereby altering the hub, so you can hear all the dialogue and/or see the visual effects as each area becomes available to play. And again, all it takes is a load screen in order to re-activate the ability to earn achievements so you don't even need to exit and restart at all. Hope this helps! Last edited by Thortok2000: 06-07-2011 at 10:59 AM. |
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#493 |
![]() Join Date: Nov 2010
Reputation: 0
Posts: 67
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I needz teh help
I'm having trouble with my first controller (X360), where on each pressing of the 'ping' button, the screen shifts to the left.
Has anyone managed to fix this issue? Also, I have another question. If I play through co-op split-screen with my bro (player 2), will it save his progress between plays, if I reboot my computer? I appreciate anyone that can answer these questions for me. Thx |
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#494 |
![]() Join Date: Jun 2007
Reputation: 165
Posts: 65
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#495 | |
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Join Date: May 2011
Reputation: 0
Posts: 2
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