Slain: Back from Hell

Slain: Back from Hell

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DInput controls config is ♥♥♥♥ed?
I cannot configure the game to work with DualShock controller.

For some reason the game thinks that the right stick is always being moved down, so it instantly maps any axis that I try to remap in controller preset C to right stick down.

I specifically checked the controller test in joy.cpl and everything checks out there, right stick is in neutral position, so it is some kind of fault in the game how it reads controller inputs...
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This is called emulating the keyboard with a controller.

I already know about this, was wondering if there is an actual solution to the problem.

If the game supports controller input (and DualShock is not some edge case, it is a second most common controller used) it should not require you just completely ignore this support and emulate the keyboard with third-party tools instead

That's a problem of Unity3 (the engine of this game). Instead of the X an Y rotation it always takes the third and fourth axis for the left analog stick. The predefined order for the axes of Dinput controllers is alway X, Y, Z, X Rotation, Y Rotation, Z Rotation, Slider 1, Slider 2, Dial. But not all axes need to be used by a game controller

On the DualShock4 axis #4 (X Rotation) is the left trigger, so Unity takes is as the vertical axis of the right stick. When the trigger isn't pressed it's axis is at 0, so if it would be a stick axis it would be fully pressed to one direction.

In Slain you can try finding the middle of the trigger (not exactly, you should a have a Dead Zone of 20%) and to hold it there while configuring the inputs. In most other Unity3 games this won't help, as they mostly don't really offer a possibility to condigure controller input.

There are also third party drivers that emulate and Xbox360 controller from the input of the DualShock4 (I recommend http://forums.pcsx2.net/Thread-DS4-To-XInput-Wrapper), but for Slain it won't help you much as they cannot hide the the Dualshock4 and Slain (as many other Unity3 games) takes input from every connected game controller at the same time.
Well I did end up using XBox 360 controller emulation, at least that works, and it is much easier than remapping keyboard keys to your controller.

InputMapper supports hiding the DInput controller, so programs only see the emulated 360 one, that eliminates the issue of reading inputs from several controllers.
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