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http://steamcommunity.com/sharedfiles/filedetails/?id=645181832
It's a common problem. The game does not properly recognize XInput controllers. If you have a Steam Link, play it on there ot avoid the problem, or follow those two guides I posted.
Uninstalling and removing from my wishlist. Man, KT REALLY hates money.
A bit of the blame lies on Microsoft too though, since they decided to be clever when making their DirectInput drivers for the 360 controller a decade ago, and jumbled the buttons around from the order most other dual-analog gamepads were using at the time. And they apparently changed the layout again when doing the XBone controller's DirectInput drivers. So, if the developers doing the port targetted 360 controllers using DirectInput, that mapping would not correspond to the layout of any gamepad using a legacy DirectInput layout, or whatever the XBone controller now uses. I've seen posts in a number of other Steam forums where people mentioned having compatibility issues with XBone controllers in DirectInput games, so it's not just limited to this title.
Using DirectInput still makes sense for games that want to support nonstandard controllers, since unlike Xinput, it allows for more buttons and axis than can be found on an Xbox controller. Of course, the game needs to come with some kind of remapping function too, or it kind of defeats the purpose.
Cryoburner, I apologize and please don't take this the wrong way, but you are incorrect. I'm no fan of Microsoft, but the fault doesn't lie with them here.
There are two dominant PC APIs for controllers; DirectInput and XInput. If a developer uses XInput, all XInput compatible controllers work perfectly, whether made by MS, Logitech, Thrustmaster, or anyone else. When you use DirectInput, you should only do this if your game allows and requires a level of customization not offered by XInput.
What KT did here was use DirectInput and a specific mapping profile for the Xbox 360 controller. What this means is that you get NONE of the compatibility and flexibility offered by DirectInput, nor do you get the compatibility and simplicity offered by Xinput. This is a horrible decision.
Microsoft has offered the XInput API to PC developers, free to use, WITH sample code and on-site support since 2005. No one can fault MS for this. It's all KT.
I'm running the latest build of Win10, with the latest firmware on the Xbox One controller, and as of yesterday this issue still persisted. Start button attacked, and depressing the right analog stick pauses.
Same.
Yes, I'm familiar with DirectInput and XInput, and have actually released modified executables to fix poor controller support in a few games. Using DirectInput would have been "okay" had they provided the ability to fully remap the controls, even if it might not have been the most ideal option. Yes, the blame lies mainly on the game's developers for the dodgey controller support, and they should have fixed the issue already, but it technically might not have been much of a problem if Microsoft had made sure that the DirectInput support for their gamepads was backward compatible with existing standards to begin with. There's no particularly good reason why the Xbox One controller's DirectInput mappings weren't made fully backward compatible with those of the Xbox 360 controller, and back when the 360 controller drivers were released, they didn't bother to try to match the mappings to what most other dual-stick gamepads were using either, which caused some incompatibilities then as well. Granted, there was never an "official" mapping for DirectInput gamepads, and having a standard like XInput offers is in many ways a good thing, but it seemed more like Microsoft was interested in pushing support for their hardware than in ensuring compatibility.
For the record, both my wireless 360 controller and my Logitech Rumblepad 2 DirectInput controller work fine with the game, with the only issue being that the Logitech pad has it's face buttons shuffled around by default, though they can be remapped in-game. The developers probably had the game check whether the controller was a 360 controller using something like its identifier string to determine whether to use one mapping or another. So if another gamepad does not match the identifier, it will assume that it uses a legacy layout. That likely works for many controllers, including most popular fightsticks, but not for anything using an Xbox style mapping that doesn't match the identifier the game is looking for. This might be a result of them basing the PC port off the arcade version, which may have already been using DirectInput, and much like the limited online support and missing "next-gen" enhacements, they only did the bare minimum to get things working for the PC release.
As for your situation though, you probably could remap at least the face buttons to where they should be using the in-game controller settings, so at least the buttons for punch/kick/hold/throw are all in the right positions. Start might still be on an analog stick since it's not remappable there, but that's not as big of an issue. Or you could use one of the unofficial fixes already mentioned, which would probably take all of 5 or 10 minutes to set up.
However, it's not true that Koei Tecmo has no blame. In fact, even if Xbox One is newer than DOA5, the game support PS4 COMPLETELY. So this is a big big issue that Team Ninja has to solve.
On the plus side, now there's a free version you can use as a tech demo. Download it, try it out, and see if you can get your controller to work. If you can, great. If you can't, oh well, no harm done.
Though I can't imagine how many potential customers they lost because the gamer started the game and couldn't even get to the main menu because the controller was mapped wrong or wasn't even a controller at all. Most folks don't go running to the forums or guide section when that happens, they just leave.