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What it says on the tin :)
I'm using a Street Fighter 4 Fightpad for Xbox 360 and unfortunately the game doesn't recognise it but does recognise my regular Xbox 360 pad. Window 7 recognises my Fightpad fine and it works in other games.

Thanks for any help in advance, I've played with my proper xbox 360 pad and the game is rad so far!
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shadowsoul2000: What it says on the tin :)
I'm using a Street Fighter 4 Fightpad for Xbox 360 and unfortunately the game doesn't recognise it but does recognise my regular Xbox 360 pad. Window 7 recognises my Fightpad fine and it works in other games.

Thanks for any help in advance, I've played with my proper xbox 360 pad and the game is rad so far!
I am not sure but maaaaybe it's not recognized as a standard XInput controller by Windows somehow? I am not sure what to make of this situation.

Perhaps drop the devs a line here at support AT SYMBOL yachtclubgames.com :)
Post edited June 27, 2014 by JudasIscariot
Thanks for the suggestion, I'll give them a shot.
Similar issue for me: The game doesn't recognize my XBox 360 pad for Windows 7 and greys out the "edit controller" option :-( It works for other emulators though.

Edit: Problem solved, see 2 posts below.
Post edited June 28, 2014 by Yodake
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Yodake: Similar issue for me: The game doesn't recognize my XBox 360 pad for Windows 7 and greys out the "edit controller" option :-( It works for other emulators though.
And that's the official XBox 360 pad? Weird :/

edit: I don't have a Windows 7 install at home but I believe it should be recognised by default. I am not sure, maybe there is some driver corruption?
Post edited June 28, 2014 by JudasIscariot
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Yodake: Similar issue for me: The game doesn't recognize my XBox 360 pad for Windows 7 and greys out the "edit controller" option :-( It works for other emulators though.
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JudasIscariot: And that's the official XBox 360 pad? Weird :/

edit: I don't have a Windows 7 install at home but I believe it should be recognised by default. I am not sure, maybe there is some driver corruption?
Sorry for me causing panic here. I solved the problem. It was either an incorrect installed version of "DirectX" or a missing "Microsoft Visual C++ Redistributable". Both were installed/updated during the installation of another game while testing the controller. After that the controller worked!
I'm experiencing the same issue, with a decent Thrustmaster GPX xbox360 controller, which works just fine in other games... (Dustforce among others).

Checking dxdiag shows DirectX 11 as version.
Maybe an update to 11.1 will fix this issue?
Edit: nope, it turns out to be installed already.

The C++ redistributable is already installed.
Post edited July 01, 2014 by timrrr
It doesn't work with a Gravis Gamepad Pro either. I've seen a trend of this. Apparently developers think XB360 controller is the only one available anymore. Yet another Joy2Key'd game.
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Firebrand9: It doesn't work with a Gravis Gamepad Pro either. I've seen a trend of this. Apparently developers think XB360 controller is the only one available anymore. Yet another Joy2Key'd game.
It's the same on OS X. I don't know why the XB360 is a developers choice when they're not even certified for PC's. At least not on OS X anyway. You have to install a non-certified 3rd party driver. If these "indie developers" would just have a few certified gamepads to test on hand, this wouldn't be an issue. Logitech gamepads are a good choice to develop with, from my experience. They work on Windows and OS X without any drivers.
I use my PS3 controller via motioninjoy. Works like a charm (now that motioninjoy is finally running at all).
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flashpulse: It's the same on OS X. I don't know why the XB360 is a developers choice when they're not even certified for PC's. At least not on OS X anyway. You have to install a non-certified 3rd party driver. If these "indie developers" would just have a few certified gamepads to test on hand, this wouldn't be an issue. Logitech gamepads are a good choice to develop with, from my experience. They work on Windows and OS X without any drivers.
It shouldn't even be this way. DirectX (specifically Confirmed - Click me). Technically though they do make a Xbox 360 controller for Windows and it comes with a driver disk (or it can be downloaded online).

I'll add though that support for anything games on OSx has always been notoriously bad. The fact that OSx hovers between 4 and 8% of the market doesn't really help. Which is why Apple offers driver downloads via Bootcamp and makes setting up Windows on a Mac and being able to dual-boot ridiculously easy. Then you can do whatever on your Mac.
Post edited July 01, 2014 by Firebrand9
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flashpulse: It's the same on OS X. I don't know why the XB360 is a developers choice when they're not even certified for PC's. At least not on OS X anyway. You have to install a non-certified 3rd party driver. If these "indie developers" would just have a few certified gamepads to test on hand, this wouldn't be an issue. Logitech gamepads are a good choice to develop with, from my experience. They work on Windows and OS X without any drivers.
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Firebrand9: It shouldn't even be this way. DirectX (specifically Confirmed - Click me). Technically though they do make a Xbox 360 controller for Windows and it comes with a driver disk (or it can be downloaded online).

I'll add though that support for anything games on OSx has always been notoriously bad. The fact that OSx hovers between 4 and 8% of the market doesn't really help. Which is why Apple offers driver downloads via Bootcamp and makes setting up Windows on a Mac and being able to dual-boot ridiculously easy. Then you can do whatever on your Mac.
I don't have any issues gaming on OS X unless the games are made with Unity. Unity games run at a high cpu all the time for no reason. Even on simple menu screens the cpu is at 100%. Other then that, gaming on OS X is quite nice. I would just suggest getting a Mac with a Nvidia chip over the Intel.
Post edited July 01, 2014 by flashpulse
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Firebrand9: It shouldn't even be this way. DirectX (specifically Confirmed - Click me).
This is why I need to remap the buttons on my controller, DS3, as it has too many for XInput, and the ones I actually want to use are the last four.
Post edited July 02, 2014 by Gydion
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flashpulse: I don't have any issues gaming on OS X unless the games are made with Unity. Unity games run at a high cpu all the time for no reason.
It's not for no reason. Unity is scripted. The scripts need to be interpreted by the virtual machine which requires processing of all game logic by the CPU. This is just how Unity works.

Footnote : When I say bad, I mean in terms of support. I own 2 Macbooks both with Nvidias and both dualboot. Windows is just a better platform for games, primarily because game development is much easier (relatively speaking) on Windows than OSx in terms of tools (Xcode vs Visual Studio), API's (DirectX *and* OpenGL support, amongst others), and programming (Objective C is a programming nightmare, even used sparingly), which leads developers to target it more often (and market share kicks in in initial choice of target platform).
Post edited July 03, 2014 by Firebrand9
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flashpulse: I don't have any issues gaming on OS X unless the games are made with Unity. Unity games run at a high cpu all the time for no reason.
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Firebrand9: It's not for no reason. Unity is scripted. The scripts need to be interpreted by the virtual machine which requires processing of all game logic by the CPU. This is just how Unity works.

Footnote : When I say bad, I mean in terms of support. I own 2 Macbooks both with Nvidias and both dualboot. Windows is just a better platform for games, primarily because game development is much easier (relatively speaking) on Windows than OSx in terms of tools (Xcode vs Visual Studio), API's (DirectX *and* OpenGL support, amongst others), and programming (Objective C is a programming nightmare, even used sparingly), which leads developers to target it more often (and market share kicks in in initial choice of target platform).
I'm a developer and I understand what you mean about Xcode and Objective C. I use PureBasic which is cross platform and using Cocoa code makes much more sense in PureBasic. As for game development, I see no difference but then again, the language I use is cross platform. ;)