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Thread: Game Control Configuration for Blur

  1. #1
    Join Date
    Mar 2010
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    Game Control Configuration for Blur

    Blur is the latest racing game. I am waiting for the pc version of this game. Does there are some game pads or game controller are released with the game. I don't think a proper gameplay for the same will be possible without remapping the keys of the keyboard or the game pad. This is really a issue right now in this game related to the pc control configuration.

  2. #2
    Join Date
    Jun 2009
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    4,134

    Re: Game Control Configuration for Blur

    Usually this is common with the PC ports today's. So that is why I prefer to switch to the console version of the game. You get there a dedicated game controller and nice gameplay. The game are well designed and configured for the gaming console like Xbox. While on the computer lots of modification are needed. You have to also waste time searching for patches.

  3. #3
    Join Date
    May 2009
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    Re: Game Control Configuration for Blur

    The controls in Blur is customizable as per your need. Every game provide this option so that the user can customize the game controls, the mouse sensitivity on the basis of his gameplay. Today games can be configured much easily on computer. You does not need to hack something to remap the keyboard keys. The option or settings menu under that provides you this support.

  4. #4
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    May 2009
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    1,952

    Re: Game Control Configuration for Blur

    It is quiet proper to say that the keyboard remapping is a bit tough in Pc version of game. I had planed Grid, Fuel and Burnout Paradise. They provides a custom presets in the game which leds you to assign your own button to specific action and support to a wheel. Even the Split/Second game is equipped with that. You can assign special button for wheel support.

  5. #5
    Join Date
    Aug 2009
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    3,786

    Re: Game Control Configuration for Blur

    I think whichever game which is released in the current time has the ability to remap keys. But there are some fundamental options which are locked which you cannot change at all. The game is worth buying for Xbox or Playstation where you need very less work to do with the joystick. The PC controls confuses me the most in game control configuration.

  6. #6
    Join Date
    May 2008
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    2,464

    Re: Game Control Configuration for Blur

    The game company Bizarre creation has not done much about the game controls. The racing is a fast and adventurous so they must have a properly ability to switch over the controls quiet fast and configuration must also be fine. Buying a multi-media keyboards for the game support and adding extra keys to the same will not give a well gameplay support.

  7. #7
    Join Date
    Apr 2008
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    2,366

    Re: Game Control Configuration for Blur

    I too agree that in the same manner. There is something which is needed to first modified and that is the keyboard configuration. I had not find any support for using the Powerup in a much better way. The same issue lies for the fire forward and fire backward. It is hard to remember tons for controls. I better switch to a joystick for a less hectic gameplay of Blur.

  8. #8
    Join Date
    Jun 2010
    Posts
    1

    Solution (I hope) !!!

    Hello !
    I managed to make it work , now I can play in split-screen with any joypad !!
    The first two players play on the keyboard and another two on joypads !

    This is what I did : (sorry for the english)
    **************************************************
    1. I downloaded the x360ce vibmod 3.1.4.0.zip

    2. Then I copied it to the game directory where the Blur.exe is

    3. Then opened the x360ce.ini and changed the PAD1 and PAD2 indexes to -1, this way the game ignores the first two controlers, allowing you to play as the third and fourth player in splitscreen mode

    This is how my x360ce.ini looks like (you can just replace it over the original if you have a ps2 controler or any chinese copy (like I do)

    The ini looks like this :


    *******************************************************
    [Options]
    UseInitBeep=1 #use 0 to 1; default 1; beep on init
    Log=0 #use 0 to 1; creates a log file in folder 'x360ce logs'
    FakeAPI=0 #use API patching

    [PAD1]
    Index=-1 #controller index in system game controllers list; 0 is first; -1 to ignore this pad
    Native=0 #experimental native mode, calls system xinput1_3.dll to support xinput compatible controller together with emulated
    VID=0x0 #controller VID
    PID=0x0 #controller PID
    Left Analog X=1 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog Y=-2 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog X=3 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog Y=-6 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog X+ Button=0 #button id; 0 to disable
    Left Analog X- Button=0 #button id; 0 to disable
    Left Analog Y+ Button=0 #button id; 0 to disable
    Left Analog Y- Button=0 #button id; 0 to disable
    Right Analog X+ Button=0 #button id; 0 to disable
    Right Analog X- Button=0 #button id; 0 to disable
    Right Analog Y+ Button=0 #button id; 0 to disable
    Right Analog Y- Button=0 #button id; 0 to disable
    D-pad POV=1 #POV index; 0 to disable
    D-pad Up=0 #button id; 0 to disable
    D-pad Down=0 #button id; 0 to disable
    D-pad Left=0 #button id; 0 to disable
    D-pad Right=0 #button id; 0 to disable
    A=2 #button id; 0 to disable
    B=3 #button id; 0 to disable
    X=1 #button id; 0 to disable
    Y=4 #button id; 0 to disable
    Left Shoulder=5 #button id; 0 to disable
    Right Shoulder=6 #button id; 0 to disable
    Back=9 #button id; 0 to disable
    Start=10 #button id; 0 to disable
    Left Thumb=0 #button id; 0 to disable
    Right Thumb=0 #button id; 0 to disable
    TriggerDeadzone=5 #use 0 to 255; default 0; add deadzone to trigger
    Left Trigger=a-4 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    Right Trigger=a-5 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    UseForceFeedback=1 #use 0 to 1; default 0
    SwapMotor=0 #use 0 to 1; default 0
    ForcePercent=100 #use 0 to 100; default 100
    ControllerType=1 #GAMEPAD 1; WHEEL 2; STICK 3; FLIGHT_SICK 4; DANCE_PAD 5; GUITAR 6; DRUM_KIT 8; //WILDS
    AxisToDPad=0 #Use Axis to control DPad (0 disabled, 1 enabled) //WILDS
    AxisToDPadDeadZone=256 #Dead zone for Axis //WILDS
    AxisToDPadOffset=0 # //WILDS
    POVXReverse=0 #Reverse POV Up/Down
    POVYReverse=0 #Reverse POV Left/Right

    [PAD2]
    Index=-1 #controller index in system game controllers list; 0 is first; -1 to ignore this pad
    Native=0 #experimental native mode, calls system xinput1_3.dll to support xinput compatible controller together with emulated
    VID=0x0 #controller VID
    PID=0x0 #controller PID
    Left Analog X=1 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog Y=-2 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog X=3 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog Y=-6 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog X+ Button=0 #button id; 0 to disable
    Left Analog X- Button=0 #button id; 0 to disable
    Left Analog Y+ Button=0 #button id; 0 to disable
    Left Analog Y- Button=0 #button id; 0 to disable
    Right Analog X+ Button=0 #button id; 0 to disable
    Right Analog X- Button=0 #button id; 0 to disable
    Right Analog Y+ Button=0 #button id; 0 to disable
    Right Analog Y- Button=0 #button id; 0 to disable
    D-pad POV=1 #POV index; 0 to disable
    D-pad Up=0 #button id; 0 to disable
    D-pad Down=0 #button id; 0 to disable
    D-pad Left=0 #button id; 0 to disable
    D-pad Right=0 #button id; 0 to disable
    A=2 #button id; 0 to disable
    B=3 #button id; 0 to disable
    X=1 #button id; 0 to disable
    Y=4 #button id; 0 to disable
    Left Shoulder=7 #button id; 0 to disable
    Right Shoulder=8 #button id; 0 to disable
    Back=9 #button id; 0 to disable
    Start=10 #button id; 0 to disable
    Left Thumb=11 #button id; 0 to disable
    Right Thumb=12 #button id; 0 to disable
    TriggerDeadzone=5 #use 0 to 255; default 0; add deadzone to trigger
    Left Trigger=a-4 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    Right Trigger=a-5 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    UseForceFeedback=1 #use 0 to 1; default 0
    SwapMotor=0 #use 0 to 1; default 0
    ForcePercent=100 #use 0 to 100; default 100
    ControllerType=1 #GAMEPAD 1; WHEEL 2; STICK 3; FLIGHT_SICK 4; DANCE_PAD 5; GUITAR 6; DRUM_KIT 8; //WILDS
    AxisToDPad=0 #Use Axis to control DPad (0 disabled, 1 enabled) //WILDS
    AxisToDPadDeadZone=256 #Dead zone for Axis //WILDS
    AxisToDPadOffset=0 # //WILDS
    POVXReverse=0 #Reverse POV Up/Down
    POVYReverse=0 #Reverse POV Left/Right

    [PAD3]
    Index=0 #controller index in system game controllers list; 0 is first; -1 to ignore this pad
    Native=0 #experimental native mode, calls system xinput1_3.dll to support xinput compatible controller together with emulated
    VID=0x0 #controller VID
    PID=0x0 #controller PID
    Left Analog X=1 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog Y=-2 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog X=3 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog Y=-6 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog X+ Button=0 #button id; 0 to disable
    Left Analog X- Button=0 #button id; 0 to disable
    Left Analog Y+ Button=0 #button id; 0 to disable
    Left Analog Y- Button=0 #button id; 0 to disable
    Right Analog X+ Button=0 #button id; 0 to disable
    Right Analog X- Button=0 #button id; 0 to disable
    Right Analog Y+ Button=0 #button id; 0 to disable
    Right Analog Y- Button=0 #button id; 0 to disable
    D-pad POV=1 #POV index; 0 to disable
    D-pad Up=0 #button id; 0 to disable
    D-pad Down=0 #button id; 0 to disable
    D-pad Left=0 #button id; 0 to disable
    D-pad Right=0 #button id; 0 to disable
    A=3 #button id; 0 to disable
    B=2 #button id; 0 to disable
    X=4 #button id; 0 to disable
    Y=1 #button id; 0 to disable
    Left Shoulder=7 #button id; 0 to disable
    Right Shoulder=8 #button id; 0 to disable
    Back=9 #button id; 0 to disable
    Start=10 #button id; 0 to disable
    Left Thumb=0 #button id; 0 to disable
    Right Thumb=0 #button id; 0 to disable
    TriggerDeadzone=5 #use 0 to 255; default 0; add deadzone to trigger
    Left Trigger=5 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    Right Trigger=6 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    UseForceFeedback=1 #use 0 to 1; default 0
    SwapMotor=0 #use 0 to 1; default 0
    ForcePercent=100 #use 0 to 100; default 100
    ControllerType=1 #GAMEPAD 1; WHEEL 2; STICK 3; FLIGHT_SICK 4; DANCE_PAD 5; GUITAR 6; DRUM_KIT 8; //WILDS
    AxisToDPad=0 #Use Axis to control DPad (0 disabled, 1 enabled) //WILDS
    AxisToDPadDeadZone=256 #Dead zone for Axis //WILDS
    AxisToDPadOffset=0 # //WILDS
    POVXReverse=0 #Reverse POV Up/Down
    POVYReverse=0 #Reverse POV Left/Right

    [PAD4]
    Index=1 #controller index in system game controllers list; 0 is first; -1 to ignore this pad
    Native=0 #experimental native mode, calls system xinput1_3.dll to support xinput compatible controller together with emulated
    VID=0x0 #controller VID
    PID=0x0 #controller PID
    Left Analog X=1 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog Y=-2 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog X=3 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Right Analog Y=-6 #axis index; use - to invert; precede with 's' for a slider eg; s-1; 7 to disable
    Left Analog X+ Button=0 #button id; 0 to disable
    Left Analog X- Button=0 #button id; 0 to disable
    Left Analog Y+ Button=0 #button id; 0 to disable
    Left Analog Y- Button=0 #button id; 0 to disable
    Right Analog X+ Button=0 #button id; 0 to disable
    Right Analog X- Button=0 #button id; 0 to disable
    Right Analog Y+ Button=0 #button id; 0 to disable
    Right Analog Y- Button=0 #button id; 0 to disable
    D-pad POV=1 #POV index; 0 to disable
    D-pad Up=0 #button id; 0 to disable
    D-pad Down=0 #button id; 0 to disable
    D-pad Left=0 #button id; 0 to disable
    D-pad Right=0 #button id; 0 to disable
    A=2 #button id; 0 to disable
    B=3 #button id; 0 to disable
    X=1 #button id; 0 to disable
    Y=4 #button id; 0 to disable
    Left Shoulder=5 #button id; 0 to disable
    Right Shoulder=6 #button id; 0 to disable
    Back=9 #button id; 0 to disable
    Start=10 #button id; 0 to disable
    Left Thumb=11 #button id; 0 to disable
    Right Thumb=12 #button id; 0 to disable
    TriggerDeadzone=5 #use 0 to 255; default 0; add deadzone to trigger
    Left Trigger=a-4 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    Right Trigger=a-5 #button id; precede with 'a' for an axis; 's' for a slider; 'x' for a half range axis; 'h' for half slider; use '-' to invert ie. x-2;
    UseForceFeedback=1 #use 0 to 1; default 0
    SwapMotor=0 #use 0 to 1; default 0
    ForcePercent=100 #use 0 to 100; default 100
    ControllerType=1 #GAMEPAD 1; WHEEL 2; STICK 3; FLIGHT_SICK 4; DANCE_PAD 5; GUITAR 6; DRUM_KIT 8; //WILDS
    AxisToDPad=0 #Use Axis to control DPad (0 disabled, 1 enabled) //WILDS
    AxisToDPadDeadZone=256 #Dead zone for Axis //WILDS
    AxisToDPadOffset=0 # //WILDS
    POVXReverse=0 #Reverse POV Up/Down
    POVYReverse=0 #Reverse POV Left/Right

    ******************************************************

    I hope you have luck
    Last edited by Maqbool; 28-06-2010 at 09:49 AM. Reason: External Links Not Allowed, Removed The Same.

  9. #9
    Join Date
    May 2009
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    1,952

    Re: Game Control Configuration for Blur

    I heard that there is some stability update released for Blur game. The update is provided on the official site only. I had found that this update gives you a fix for lots of things like bandwidth and stability on multiplayer. It gives connectivity support which do not allows player to see all gameplay. Under stability it offers fix for Dirty Disc Error.

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