SAMURAI WARRIORS 4-II

SAMURAI WARRIORS 4-II

MH DOOM Sep 29, 2015 @ 11:54am
XBone controllers not detecting triggers. Anyone else?
I don't have to configure anything or use 3rd party programs to get this official XB One controller working, but for some reason this game isn't detecting the trigger axes? It's odd because One Piece: Pirate Warriors 3 has no problem detecting them.

Am I the only one with an issue?
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Showing 1-15 of 21 comments
TalesofAdam Sep 29, 2015 @ 11:57am 
I too suffering the same problem. Can;t change camera button because it is fixed and unable to skip cutscene even though pressing the start button.
nxmt Sep 29, 2015 @ 12:08pm 
I think skip cutscenes is the INFO button.
Khar Sep 29, 2015 @ 12:25pm 
I also cannnot use my right camera angle change because it does not detect the triggers.
yes it is that for me also what do we do
Khar Sep 29, 2015 @ 12:32pm 
i sent in a suppoty ticket

kinda requesting for them to make a patch to give us accessablilty to chaning camera options. Or to fix the bug altogether.
Edit: somone said somethinng bout xinput being the issue
Last edited by Khar; Sep 29, 2015 @ 12:34pm
Kitsune Zeta Sep 29, 2015 @ 12:46pm 
Unfortunately, it seems that only SOME xbox controllers are being detected correctly. I have two different wired Xbox 360 controllers. One is detected and automapped correctly (camera controls on right analog stick, LT and RT default-mapped to call horse and map change), while the other one is detected as... something having a Z and ZR axis, which results in horizontal camera mappings of LT and RT (and backwards, too!) and a mapping of ZR for the vertical camera mapping.
Khar Sep 29, 2015 @ 12:49pm 
So everyone send in a ticket, and could this be fixed with patch?
MH DOOM Sep 29, 2015 @ 12:52pm 
Luckily the only issues I have are with the triggers, being that I can just map the horse button to the left stick click (which is annoying), the camera works fine for me, thankfully.
MH DOOM Sep 29, 2015 @ 12:53pm 
Where are you guys sending in the ticket through?
RiO Sep 29, 2015 @ 1:06pm 
Originally posted by Kitsune Zeta:
Unfortunately, it seems that only SOME xbox controllers are being detected correctly. I have two different wired Xbox 360 controllers. One is detected and automapped correctly (camera controls on right analog stick, LT and RT default-mapped to call horse and map change), while the other one is detected as... something having a Z and ZR axis, which results in horizontal camera mappings of LT and RT (and backwards, too!) and a mapping of ZR for the vertical camera mapping.

Let me guess? The one detected and automapped correctly is a genuine wired X360 controller. The one that's failing is a knock-off?

This game is likely, exactly like all other Koei PC ports, not using XInput but the older DirectInput standard. And while XInput has fixed physical buttons mapping to fixed logical representations in code, DirectInput makes absolutely no such guarantee and can pretty much have its buttons mapped however the heck it pleases.

Knock-off controllers are very likely to have a different internal mapping for DirectInput.

On top of that, iirc, Koei was caught doing very very naughty things in their past ports with regards to setting the default button mappings. I think they were trying to detect genuine X360 or XBOne controllers by using their device name and /or device hardware UUID.

The former is flaky with regards to localized drivers and localized device names. The latter is flaky with, e.g., wireless X360 controllers and non-genuine receivers. Non-genuine receivers carry a different UUID from the official one and would cause code that sniffs for them to determine connected genuine X360 controllers (with the proper DirectInput hardware mapping) to be detected as a non-genuine.


(It's a bloody mess...)


Kitsune Zeta Sep 29, 2015 @ 1:17pm 
Originally posted by RiO:
Originally posted by Kitsune Zeta:
Unfortunately, it seems that only SOME xbox controllers are being detected correctly. I have two different wired Xbox 360 controllers. One is detected and automapped correctly (camera controls on right analog stick, LT and RT default-mapped to call horse and map change), while the other one is detected as... something having a Z and ZR axis, which results in horizontal camera mappings of LT and RT (and backwards, too!) and a mapping of ZR for the vertical camera mapping.

Let me guess? The one detected and automapped correctly is a genuine wired X360 controller. The one that's failing is a knock-off?

This game is likely, exactly like all other Koei PC ports, not using XInput but the older DirectInput standard. And while XInput has fixed physical buttons mapping to fixed logical representations in code, DirectInput makes absolutely no such guarantee and can pretty much have its buttons mapped however the heck it pleases.

Knock-off controllers are very likely to have a different internal mapping for DirectInput.

On top of that, iirc, Koei was caught doing very very naughty things in their past ports with regards to setting the default button mappings. I think they were trying to detect genuine X360 or XBOne controllers by using their device name and /or device hardware UUID.

The former is flaky with regards to localized drivers and localized device names. The latter is flaky with, e.g., wireless X360 controllers and non-genuine receivers. Non-genuine receivers carry a different UUID from the official one and would cause code that sniffs for them to determine connected genuine X360 controllers (with the proper DirectInput hardware mapping) to be detected as a non-genuine.


(It's a bloody mess...)

Oddly enough, the one that's not working right is the one that works correctly on DW8XLCE, DW8E, and even Bladestorm Nightmare (as much as a colossal screwup that one was at launch, controls seemed to be working on that one).

I've went ahead and linked this thread to KoeiTecmoUS over on twitter. For their reference:

Controller (XBOX 360 For Windows) [which appears to be a first-party wired controller] works correctly in SW4-II, haven't tested it on prior games yet.

Controller (Afterglow Gamepad for Xbox 360) [3rd-party wired Xbox 360 controller] works correctly in DW8XLCE, DW8E, and Bladestorm Nightmare but suffers from wonky button mapping in menus and has horizontal camera control mapped to Z-axis (LT and RT) and presumably vertical camera controls mapped to ZR-axis (which doesn't exist on the controller).
Scrub McGrub Sep 29, 2015 @ 1:27pm 
It's a common Koei Tecmo problem... their games never properly support third party Xbox 360 controllers... we complain every new game they release- they still don't fix it.
MaverickHL Sep 29, 2015 @ 3:19pm 
Just chiming in terms of the XBOX One controllers. The latest drivers that comes with Windows 10 or Windows 7 via patch Tuesday are setup to properly to work with games that have the proper XBOX One controller support. Essentially the drivers make the LT and RT buttons have separate Z controls (Z-Axis and Z-Rotation). You can find this when you calibrate your controller in WIndows.

The only remedy to make it "work" like an XBOX 360 controller is search for the drivers dated from 2014. This will revert the Z-Axis for LT and RT back to a single axis, but you will sacrifice the use of the XBOX button if you use that for accessing MS recording function. If the game still has issues even with the 2014 drivers then it is the publisher/developers that need to implement it correctly.
Last edited by MaverickHL; Sep 29, 2015 @ 3:19pm
MH DOOM Sep 29, 2015 @ 3:38pm 
Originally posted by MaverickHL:
Just chiming in terms of the XBOX One controllers. The latest drivers that comes with Windows 10 or Windows 7 via patch Tuesday are setup to properly to work with games that have the proper XBOX One controller support. Essentially the drivers make the LT and RT buttons have separate Z controls (Z-Axis and Z-Rotation). You can find this when you calibrate your controller in WIndows.

The only remedy to make it "work" like an XBOX 360 controller is search for the drivers dated from 2014. This will revert the Z-Axis for LT and RT back to a single axis, but you will sacrifice the use of the XBOX button if you use that for accessing MS recording function. If the game still has issues even with the 2014 drivers then it is the publisher/developers that need to implement it correctly.

I don't have the time currently to try this out, but if someone does can they report back? This is the only thing keeping me from playing it more, so if this ends up working, I'll be very happy with it.
Doc Sep 29, 2015 @ 4:42pm 
Originally posted by MaverickHL:
Just chiming in terms of the XBOX One controllers. The latest drivers that comes with Windows 10 or Windows 7 via patch Tuesday are setup to properly to work with games that have the proper XBOX One controller support. Essentially the drivers make the LT and RT buttons have separate Z controls (Z-Axis and Z-Rotation). You can find this when you calibrate your controller in WIndows.

The only remedy to make it "work" like an XBOX 360 controller is search for the drivers dated from 2014. This will revert the Z-Axis for LT and RT back to a single axis, but you will sacrifice the use of the XBOX button if you use that for accessing MS recording function. If the game still has issues even with the 2014 drivers then it is the publisher/developers that need to implement it correctly.
I got the 2014 drivers on W7 and they still dont work.:rcry:
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Date Posted: Sep 29, 2015 @ 11:54am
Posts: 21