I will definitely try those out. In other news...who is this Ximul8or guy and where has he been all this time? Where's my analog trigger support? Possible with XIM 1 or no?
Well, its just "me". Im using XIM since it has been released to the public. I found it needed analogue input, because I didnt want to RUN in CoD3 all the time ( ... lets WALK down and f*ck them all (if you happen to know that joke)). Obsiv had no plans to put that into XIM, so I made XAE. I added macros and stuff to it, so it turned into XAE-ME.
I have been busy w/ other things in RL, now Im going to work on XAE a bit again.
"Your" Analogue-Trigger Support in XIM1 is impossible (1:1 at least), because the Playstation2-controller (XIM1 is pretending to be !) does NOT have analogue-Triggers. That's why you can NOT (successfully) send analogue-data to Playstation2 controller-inputs. Got it ?
Some game's (like Granturismo 5) can have workarounds by using controllers`sticks for functions youd normally use the triggers for.
Other games dont need
analogue-Triggers at all (like LT = scope, RT = fire - Shooters).
Im excited by those drivers, because they provide stuff you do NOT get from Direct-Input but from XInput ONLY. With THIS driver you can actually remap the Triggers (which read as 1 SINGLE AXIS in Direct-Input only (and this is bad !)) to be individual Sliders, Sticks or (digital) buttons. You can totally reconfigure the whole Controller ! Its much like the XBCD-drivers for the old Xbox and wired 360 controller (which do NOT support the wireless model).
Now I can continue XAE-ME w/o implementing DX9, the Xinput-stuff and other very uncomfortable changes (remember: I just want to add analogue Triggers). "We" only have to install this driver, make 1 adjustment and everything is fine ...
So, YES ... analogue-Triggers in XIM1 ARE possible, even simultaneously, as long your game lets you redefine controls (Racing games do that usually)
ill keep you informed