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  1. Urban Assault - Metropolis Dawn
  2. Lexicon
  3. Joystick Configurations

Joystick Configurations

  • Schloss Charlottenburg
  • December 30, 2021 at 2:00 PM
  • May 20, 2024 at 2:20 PM
  • 563 times viewed

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  • This article about the joystick configuration settings and options in UA and OpenUA.

    (This article is currently under construction!)

    1 Overview

    Microsoft Urban Assault offers a comprehensive joystick support for controlling vehicles in the first-person mode (Virtual Presence Shift). Some retail version game CD copies were also occasionally bundled with Microsoft SideWinder 3D Force Feedback joysticks after the initial release of the game for promotion purposes. This article will explain various configuration options for joysticks in Urban Assault.

    2 Original UA

    The original Urban Assault engine has a built-in function that can automatically detect and assign the joystick input key mappings for individual joystick models, and therefore does not normally require any extra configuration setups or settings to use joysticks in the game. The game natively and flawlessly supports the Force Feedback feature, which is enabled by default in the options and can be turned on/off as necessary.

    3 OpenUA (UA:Source)

    See also: OpenUA (UA:Source)

    Unlike the original UA, OpenUA uses custom SDL module to support its joystick functionality, and the current mechanism requires a user to create a custom key mapping configuration file in order to assign input options for individual joystick models.

    Otherwise, the control key mappings for joysticks in OpenUA will be usually misplaced or misconfigured into wrong axes and buttons in most of time, which can be extremely inconvenient and frequently renders them nearly unusable.

    In order to rectify this particular issue in OpenUA, see the following solution below.

    3.1 OpenUA Joystick Solution

    Read this section carefully and if you encounter any further problems, feel free to ask in the community forums.

    3.1.1 Creating the necessary configuration file

    The proper joystick set-up method for OpenUA requires a creation of a custom configuration file in the game's root folder, with the file name joyconf.txt (it should be an empty text file).

    Once the file is created in the game folder, it must contain the following information: The GUID of the connected joystick model, as well as parameters that are required to correct the incorrect key mappings.

    3.1.2 Finding the GUID number of the joystick models

    There are multiple ways of finding the GUID of the connected joystick. You can skip this part if you already know your joystick's GUID number.

    If OpenUA was launched at least once after a joystick was connected to the machine, it tracks and records the relevant technical information of the last detected joystick model inside sdlInputLog.txt file that is located at ENV folder. Otherwise, the file will contain 'No joysticks found' message.

    Inside the sdlInputLog.txt file there will be information about the joystick model, GUID, as well as how many inputs are available on the joystick. Copy the GUID number and paste it into the newly created joyconf.txt in the game folder, and then add one colon : at the end of the GUID number, then save the file.

    3.1.3 Assigning the correct axis and button key mapping values

    This is the most tricky part as it requires knowing which axis and button functionality are currently assigned to certain axes and buttons on the individual joystick models in OpenUA. It is worsened by the fact that individual joystick models will inherently have different initial key mappings and settings, so it is impossible to describe a general solution since the case will be different for everyone.

    The examples of syntax to correct the key mappings are as follows:

    Code
    a1:3 - Axis 1 re-assigned as Axis 3
    a2:1 - Axis 2 re-assigned as Axis 1
    b3:4 - Button 3 re-assigned as Button 4
    b9:1 - Button 9 re-assigned as Button 1

    It should be quite straightforward, but figuring out which axes and buttons are currently assigned in OpenUA relative to individual joystick models may require some trial-and-error. It may be helpful if there's a joystick manual or other reference materials available to facilitate the process.

    The mapping parameters above should be continually added as necessary followed by the initial GUID number (with spaces in-between). The final format of a line inside joyconf.txt should look like this (as an example):

    Code
    79000600000000000000504944564944: a1:3 a2:1 b3:4 b9:1

    It is also possible to add support for multiple joysticks in this way (add new lines to enter information about multiple GUIDs and key mappings information for individual joystick models).

    Code
    79000600000000000000504944564944: a1:3 a2:1 b3:4 b9:1
    12345678901234567890123456789012: a2:4 a3:1 b4:8 b12:6
    02147483648429496729685899345920: a1:2 a3:4 b5:6 b7:8 b9:10 b11:12

    As mentioned above, each joystick model may requires different settings and configuration combinations. So it is impossible to describe a general solution here. Once finished, save the file and test the updated inputs in OpenUA.

    3.1.4 Quick-Fix Method

    DISCLAIMER: This method is NOT universally applicable and verified! The individual joystick models have different base designs, and so the following method is not guaranteed to work for all joystick models.

    Swapping the function numbers of axis 2 with axis 3 and axis 3 with axis 2 (a2:3 a3:2) appears to resolve the most common key mapping mismatch issue for many joystick models. While there is no guarantee this method works, it is still recommended as the first option to try.

    4 Notes

    Under Construction.

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Table of Contents

  • 1 Overview
  • 2 Original UA
  • 3 OpenUA (UA:Source)
    • 3.1 OpenUA Joystick Solution
      • 3.1.1 Creating the necessary configuration file
      • 3.1.2 Finding the GUID number of the joystick models
      • 3.1.3 Assigning the correct axis and button key mapping values
      • 3.1.4 Quick-Fix Method
  • 4 Notes

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