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vJoy Driver Version (219) does NOT match vJoy DLL Version (218) #113

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bomoboi opened this issue Nov 14, 2019 · 8 comments
Closed

vJoy Driver Version (219) does NOT match vJoy DLL Version (218) #113

bomoboi opened this issue Nov 14, 2019 · 8 comments

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@bomoboi
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bomoboi commented Nov 14, 2019

Whenever I start up the overlay, I get this error, no matter what I do. I've uninstalled, purged everything related to vJoy from my computer, then reinstalled, and I'll still get this error. The demo feeder throws no errors, and I don't know what else to do.

@dantman
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dantman commented Nov 14, 2019

0.5.0 was built against the previous version of vJoy (218, 2.1.8). The next version will have an updated DLL.

If you have a Rift you're welcome to participate in #14 and test it so I can move closer to releasing it.

@jdawgzim
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I had the same error. I reinstalled to the latest version of vJoy and then I had to restart Windows to finish the install.

@HamishWHC
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@dantman Which version of vJoy did you use (please link to SourceForge folder)? I can't get any of them to work and switching out the .dll file for the 219 version didn't work either. Does the SteamVR input experiment have all the other features, how unstable is it and does it still require vJoy?

@dantman
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dantman commented Nov 29, 2019

Which version of vJoy did you use (please link to SourceForge folder)?

vJoy's 2.1.9 release is actually a bit of a mess. They haven't released a new version of the feeder SDK. The "219" version of the feeder SDK is actually the 2.1.8 SDK.

Look in one of your Program Files folders for the location vJoy is installed. Look for a .dll file with the same name as the vJoy .dll file in the EVRC folder. If vJoy has separate 32bit and 64bit folders, use the one from the 64bit folder.

If you copy that .dll from the vJoy folder it should work.

Does the SteamVR input experiment have all the other features, how unstable is it and does it still require vJoy?

It still requires vJoy. But the SteamVR legacy input system used for controllers has been replaced with the new SteamVR Input API.

I have included a bindings file for Oculus Touch. However it's completely untested. I'd welcome your feedback in #14 on whether it works. Some of the buttons may have changed a bit, e.g. I think the seated position reset moved from the two B buttons to holding one of the system buttons. I'm not sure if that even works or if it messes up the buttons.

If the controls work (aside from the thumbstick which still is not supported) then other than that it shouldn't be much different than 0.5.

@HamishWHC
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I had a go with the SteamVR Input Experiment. Struggled with the setup a bit. An in-game guide would be useful. Also my right trigger seemed to be bound to L + Insert, so using trigger caused the landing gear to toggle... That's probably on my end but I can't figure out what causes it.

@HamishWHC
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Also sorry, I have a Vive not Touch so I can't test those bindings for you. I'm planning to get Knuckles though by Christmas, so I could test their bindings for you.

@dantman
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dantman commented Nov 30, 2019

Also my right trigger seemed to be bound to L + Insert, so using trigger caused the landing gear to toggle... That's probably on my end but I can't figure out what causes it.

That's strange. The controller triggers aren't bound to anything. When you are grabbing the joystick it gets passed through to the JOY-1 vJoy joystick button. When grabbing the throttle that is JOY-8 instead.

When you aren't grabbing anything, the trigger is used to interact with buttons. So the keyboard output is whatever keyboard keys the button(s) you are currently touching are bound to.

Maybe you had two buttons close enough you were touching both your landing gear button and a button bound to Insert?

@dantman
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dantman commented Dec 10, 2019

I've released a version of 0.6 with the new vJoy and SteamVR bindings UI.

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