Posted August 22, 2022
![avatar](http://images.gog.com/e64f4639c21909094a3f9e7bbc0a0e4b2b4100fc02dfc29ad6ecab0d638d20c1_avm.jpg)
The release also includes a new DirectInput wrapper that maps the dpad to the analog stick if no stick input is detected. If the player uses the stick, it is treated more like an arcade stick with a pretty long throw. If anyone uses the analog stick to play and finds it harder to play, I can decrease this built-in dead zone. It does not take care of mapping analog buttons yet. I plan on open sourcing this as a lot of games have issues with modern pads.
![avatar](http://images.gog.com/8653229c32973d9174f8386fd725f3a7dd28855b798d7be5bb3b0f9bbd7c5a8b_avm.jpg)
I suspect you were experiencing an immediate desync and the game was not waiting for the other player to connect to the host. Once the client tried, the game crashed. The self-adjusting framerate control code was probably at odds with networking support. I've reverted the framerate control code and TCP/IP patch to the last versions that were known to be working together. I just played a bit here without issue. Let me know if that fixes it for you.
As Metalmucil alluded to, there have been some other recent changes to the patch:
*Custom wrapper to map dpad to analog stick
*Added deadzone for analog sticks
*Rolled back Windows framerate patch to version 3.33
*Rolled back Windows TCP/IP patch to version 3.33
*Added error if no DirectDraw wrapper is detected
*Fixed Xinput defaults
*Made Xinput optional
*Map Left & Right trigger in DOS version
*Windows fullscreen mode launcher
*Option to copy additional files from GOG install
*Tweaked default DOSBox options
*Fixed keyboard config for DOS version
Thanks to everyone that tested!
Post edited August 22, 2022 by CheesusWept