https://github.com/aybe/eduke32
revision R5700 + bugfixes for XInput and joystick-related annoyances
https://github.com/aybe/eduke32
Last synced: about 1 year ago
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revision R5700 + bugfixes for XInput and joystick-related annoyances
- Host: GitHub
- URL: https://github.com/aybe/eduke32
- Owner: aybe
- Created: 2016-04-20T22:56:01.000Z (about 10 years ago)
- Default Branch: master
- Last Pushed: 2017-10-15T22:50:43.000Z (over 8 years ago)
- Last Synced: 2025-03-27T20:24:17.426Z (about 1 year ago)
- Language: C
- Homepage:
- Size: 20.8 MB
- Stars: 4
- Watchers: 3
- Forks: 1
- Open Issues: 2
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Metadata Files:
- Readme: README.md
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README
# eduke32
revision R5700 that includes bug-fixes for joystick-related annoyances, especially for XInput controllers
## Installation
(tested under Windows 10)
- download 32-bit or 64-bit version [here](https://github.com/aybe/eduke32/releases)
- extract the archive to some folder, e.g. `c:\eduke32`
- copy `DUKE3D.GRP` and `DUKE.RTS` from your Duke Nukem 3D CD-ROM to that same folder
- install the included `Visual C++ Redistributable for Visual Studio 2015` if not already
- you are now ready to run `eduke32.exe` !
## Features
- XInput axes are being read from the official API instead of SDL
- user input is smoothed using cubic interpolation allowing for finer control, e.g. aiming
- pre-adjusted range for analog sticks, in-game GUI allows for further and finer adjustments
- startup GUI points to `All supported devices` by default
- no more assignment of default bindings for joystick, e.g. `eduke32.cfg` is as it should be
- a default `eduke32.cfg` file with an *FPS-like* layout has been included for convenience.
## Notes
If you didn't use the shipped `eduke32.cfg`, you will have to define joystick bindings as well as disabling *AutoRun* on first start. This is a little trade-off compared to the behavior of vanilla build, where invariably they were default-assigned each time the game was started.
You can navigate in the menus with the D-Pad, beware though, *accept* and *cancel* actions are hard-coded in the engine; their respective button on your game pad will depend of the layout you have decided of. Also, if you define *digital button* for a trigger, you will have to restart the game for the change to be effective.