SaggyMonkey
Member
Yeah, pretty sure the pads function the same since v1.
I feel like that was their answer to dpad anyway, wasn't it?
I was afraid the new face buttons came in place of the directional touchpad clicking.
Yeah, pretty sure the pads function the same since v1.
I feel like that was their answer to dpad anyway, wasn't it?
I was afraid the new face buttons came in place of the directional touchpad clicking.
Stop fucking with it and give me one already, Valve. I want to play Civ and old FPS's on the couch without a KB/M!
Have they said if the controller mapping thing will work for other controllers? Steam Machines, Steam OS and even this controller can go burn if I could just have some tweaks to Big Picture and a reliable input wrapper.
"controller_mappings"
{
"buttons"
{
"button_0" "kb:key_o, Objective"
"button_1" "kb:key_u, Skills"
"button_2" "mouse:scroll_down, Next Weapon"
"button_3" "mouse:scroll_up, Dual Weilding"
"right_trigger" "mouse:left_button, Fire/Activate"
"left_trigger" "mouse:right_button, Aim"
"right_bumper" "kb:key_g, Dynamite"
"left_bumper" "kb:key_q, Concentration"
"button_escape" "kb:key_esc, Menu"
"button_menu" "kb:key_tab"
"backside_left" "kb:key_lcontrol, Crouch"
"backside_right" "kb:key_f, Melee"
}
"touchscreen"
{
"touch_button_0" "kb:key_1, Long"
"touch_button_1" "kb:key_2, Slot 2"
"touch_button_2" "kb:key_3, Slot 3"
"touch_button_3" "kb:key_4, Slot 4"
}
"pads"
{
"left_stick_up" ""
"left_stick_right" ""
"left_stick_down" ""
"left_stick_left" ""
"left_stick_click" ""
"left_north" "kb:key_w, Move Forward"
"left_northeast" ""
"left_east" "kb:key_d, Move Right"
"left_southeast" ""
"left_south" "kb:key_s, Move Backward"
"left_southwest" ""
"left_west" "kb:key_a, Move Left"
"left_northwest" ""
"left_double_tap" ""
"left_outer_edge" "kb:key_lshift, Run"
"left_click" "kb:key_space, Jump"
"right_north" "kb:key_up"
"right_northeast" ""
"right_east" "kb:key_right"
"right_southeast" ""
"right_south" "kb:key_down"
"right_southwest" ""
"right_west" "kb:key_left"
"right_northwest" ""
"right_double_tap" "kb:key_r, Reload"
"right_outer_edge" ""
"right_click" "kb:key_e, Use or Pickup"
// Extra descriptions for pads as a whole rather than just individual directions
pad_rollup_descriptions
{
"left_pad" "Movement"
"right_pad" "Look"
}
}
"settings"
{
}
}
I find all this discussion hilarious because I distinctly remember when the controller was first revealed.
When it was first shown off, there were two crowds. One of "I'm not sure if this will work..." and the other of "Shut up, you fool. Valve does no wrong!"
Seeing these kinds of revisions going back towards a more familiar style, dropping the insane screen and such, really justifies the initial skepticism.
You can't emulate the precision of a mouse on a controller, Valve. Give up. Give us two sticks, and a d-pad, and release the damn thing.
Isn't that old? The guys at SteamDB found a lot of those files back then.
I find all this discussion hilarious because I distinctly remember when the controller was first revealed.
When it was first shown off, there were two crowds. One of "I'm not sure if this will work..." and the other of "Shut up, you fool. Valve does no wrong!"
Seeing these kinds of revisions going back towards a more familiar style, dropping the insane screen and such, really justifies the initial skepticism.
You can't emulate the precision of a mouse on a controller, Valve. Give up. Give us two sticks, and a d-pad, and release the damn thing.
I find all this discussion hilarious because I distinctly remember when the controller was first revealed.
When it was first shown off, there were two crowds. One of "I'm not sure if this will work..." and the other of "Shut up, you fool. Valve does no wrong!"
Seeing these kinds of revisions going back towards a more familiar style, dropping the insane screen and such, really justifies the initial skepticism.
So I stumbled on this stashed in the steam folder - appears to be (app_204450.txt) Call of Juarez Gunslinger bindings for the new version of the steam controller. Also appears the touch screen may still exist:
Code:"controller_mappings" { "buttons" { "button_0" "kb:key_o, Objective" "button_1" "kb:key_u, Skills" "button_2" "mouse:scroll_down, Next Weapon" "button_3" "mouse:scroll_up, Dual Weilding" "right_trigger" "mouse:left_button, Fire/Activate" "left_trigger" "mouse:right_button, Aim" "right_bumper" "kb:key_g, Dynamite" "left_bumper" "kb:key_q, Concentration" "button_escape" "kb:key_esc, Menu" "button_menu" "kb:key_tab" "backside_left" "kb:key_lcontrol, Crouch" "backside_right" "kb:key_f, Melee" } "touchscreen" { "touch_button_0" "kb:key_1, Long" "touch_button_1" "kb:key_2, Slot 2" "touch_button_2" "kb:key_3, Slot 3" "touch_button_3" "kb:key_4, Slot 4" } "pads" { "left_stick_up" "" "left_stick_right" "" "left_stick_down" "" "left_stick_left" "" "left_stick_click" "" "left_north" "kb:key_w, Move Forward" "left_northeast" "" "left_east" "kb:key_d, Move Right" "left_southeast" "" "left_south" "kb:key_s, Move Backward" "left_southwest" "" "left_west" "kb:key_a, Move Left" "left_northwest" "" "left_double_tap" "" "left_outer_edge" "kb:key_lshift, Run" "left_click" "kb:key_space, Jump" "right_north" "kb:key_up" "right_northeast" "" "right_east" "kb:key_right" "right_southeast" "" "right_south" "kb:key_down" "right_southwest" "" "right_west" "kb:key_left" "right_northwest" "" "right_double_tap" "kb:key_r, Reload" "right_outer_edge" "" "right_click" "kb:key_e, Use or Pickup" // Extra descriptions for pads as a whole rather than just individual directions pad_rollup_descriptions { "left_pad" "Movement" "right_pad" "Look" } } "settings" { } }
I figure the touchscreen must still exist in some prototype form because if it was just a left over surely the other buttons now removed would still be there.. I don't know.. also stick isn't even being used here
The touchscreen buttons refer to those 4 buttons in the middle or the original controller design after they removed the touchscreen. It's probably just a very old config file that they never updated. Valve was pretty clear at Dev Days that they were done trying for a touch screen design since it didn't add enough and was clumsy to use according to their tests.
I don't think people were saying "Shut up, you fool. Valve does no wrong!" as much as they were saying to give it a chance. That chance has actually been given in the form of community testing, and the revisions are in response to the feedback they got. It's a process of refinement, not a bad idea disintegrating into nothing.
I need to dig up the thread, but it wasn't about giving it a chance. It was a lot of responses of "You haven't used it yourself. How can you know how good it is yet?"
I'll go search.
I need to dig up the thread, but it wasn't about giving it a chance. It was a lot of responses of "You haven't used it yourself. How can you know how good it is yet?"
I'll go search.
I need to dig up the thread, but it wasn't about giving it a chance. It was a lot of responses of "You haven't used it yourself. How can you know how good it is yet?"
I'll go search.
http://www.neogaf.com/forum/showpost.php?p=83885021&postcount=521What is up with the 'it's ugly' comments? It looks futuristic as hell. While I love the standard we are used to, I am also glad to see what looks like an actual and meaningful new design for the controller. It makes me want to buy a Steam Machine.
http://www.neogaf.com/forum/showpost.php?p=83885031&postcount=524Shut up and take my money.
I don't understand all the hate in here.
I find all this discussion hilarious because I distinctly remember when the controller was first revealed.
When it was first shown off, there were two crowds. One of "I'm not sure if this will work..." and the other of "Shut up, you fool. Valve does no wrong!"
Seeing these kinds of revisions going back towards a more familiar style, dropping the insane screen and such, really justifies the initial skepticism.
http://www.neogaf.com/forum/showpost.php?p=83885031&postcount=524
It wasn't even the fact people were excited about it, but those claiming they didn't understand the negative reaction to it. But this is NeoGaf. Every viewpoint gets represented, somehow.
Yeah. Digging through it now.
Looking back, yeah, it was ugly. The biggest concern was the haptic feedback for the buttons using some kind of voodoo to simulate tactile feedback for button clicks without being a real button.
The "Shut up, you fool" comments are more sparse than I imagined, but still existed.
http://www.neogaf.com/forum/showpost.php?p=83885021&postcount=521
http://www.neogaf.com/forum/showpost.php?p=83885031&postcount=524
It wasn't even the fact people were excited about it, but those claiming they didn't understand the negative reaction to it. But this is NeoGaf. Every viewpoint gets represented, somehow.
Seeing Valve stick to the touchpads is reassuring that that tech works well. More sane button placement helps, too.
Wonder how close this is to what the final design will be.
I find all this discussion hilarious because I distinctly remember when the controller was first revealed.
When it was first shown off, there were two crowds. One of "I'm not sure if this will work..." and the other of "Shut up, you fool. Valve does no wrong!"
Seeing these kinds of revisions going back towards a more familiar style, dropping the insane screen and such, really justifies the initial skepticism.
Despite the ugly-ness of the new design and my first reaction being negative, I think the addition of an analog makes sense. The left side is usually used for movement and I think an analog stick may feel better than a pad for this purpose. The lack of a d-pad is less concerning given the haptic button function of the pads and the built-in support for traditional game pads, if so desired.
My main issue with the Steam Controller is that it seems like a very small, incremental step rather than something radically improved. I doubt it will usher in a new era of PC gaming on the couch like some people hope. I think an improved nunchaku or glove-style design would be more revolutionary and better for gaming.
The mouse is by far the fastest and most accurate tool for positional input that we have today. It's also more ergonomic and less likely to cause long-term joint pain than trackpads, trackballs or analog sticks because it distributes work through your entire arm instead of concentrating on a select few finger muscles to perform actions. The keyboard is more ergonomic than a controller for similar reasons (distribution of work). The fact that a mouse and keyboard user can space out their hands naturally instead of holding them together in front of their body also helps ergonomics. A truly revolutionary controller should attempt to emulate a mouse as closely as possible. Rather than shoehorn mouse-like functionality into a controller, we should instead concentrate on removing the requirement for a flat stable surface from the traditional mouse.
As I envision it, the controller device would have two components or devices connected wirelessly or via a wired similar to the Wii nunchaku controller:
Device 1 (default "right hand")
Device 2 (default "left hand")
- Identical to a mouse in use and function except without the need for a consistent flat surface.
- Should be usable by lying your hand on your lap or on the chair/couch at your side (any position as long as it's comfortable and you can move your hand).
- Movement could be detected by an internal sensor or another mechanism such as an external sensor bar.
- Precision shouldn't be affected by the default placement of the device in any way.
- The device could be shaped to emulate a mouse or adopt a completely new design such as a sphere or malleable object such as a isometric strength "squeeze" ball.
- The device should support a small number of buttons similar to a gaming mouse.
- The device should be ambidextrous.
This type of nunchaku-style controller would provide superior ergonomics and emulate the mouse and keyboard experience almost identically except with the inclusion of an analog stick and d-pad for directional input and without the easy text input and large number of keys that a keyboard provides. The key technical challenge is building a mouse-style device that isn't dependent upon placement or surface area. Some type of 3D positional tracking "flattened" to a 2D plane might accomplish this. Think: a specialized Wii/Kinect sensor reworked to sense more precise movement at a much smaller scale instead of large body-size movements. Placing your hand in your lap or on the couch in a resting position should be no different from placing it on a mousepad.
- Includes an analog stick, d-pad and trigger buttons.
- Is held in the hand and can be placed anywhere, position and orientation are irrelevant.
- The device should be ambidextrous.
I have a hard time believing this isn't possible with our current technology and would be far superior to a touchpad controller, IMHO.
The trackpads are meant to let you play games without native controller support, like Civ 5 or the witcher.
This things going to sell lower than the Wii U.
I just want to play Myst from my couch without resorting to a crappy console port. If this lets me do that I'll buy one.
It can do this for you. You can play Civ5 with it without much issue. Takes a bit of getting used to but its 100% capable of it.
Where it fails for me a bit is fast paced action RTS type games.
It already does. I've been using a WiiU Pro Controller for all of my Steam games. Map buttons and every SDL2 game gets the button mappings from Steam with no other applications needed and just using the drivers built into the Linux kernel. Even works over streaming when streaming from my Windows machine in the other room.
Shalarn did say at SDD he was comfortable with it to play SC against hard AI without hotkeys, and there have been impressions that Dota 2 (with a simple hero not requiring much buttons) is playable, just not ideal for normal, competitive play you can expect on PC. I don't think that was ever a realistic outlook for these type of games. Same goes for shooters.
Wait, it's out in the wild? Where? Even when trying Steam OS I didn't see any sort of controller wrapping options...it was just completely identical to Big Picture mode on Windows with a couple of different options in the settings menu.
While I was furiously scanning each room the tour went through for any instance of the number "3", I noticed a Valve employee using what appeared to be a fully-functioning prototype of the analog stick Steam controller. I spoke with one of the machinists working on the project, and he offered me some insight onto how the analog stick came to be.
First up, he admitted that adjusting to the radical dual trackpads of the Steam controller is the biggest problem new users have. While he (and pretty much everyone else at Valve) swear that the dual trackpads are absolutely necessary, and that they really do make all the difference, it's not as easy to convince people who've never used them.
The machinist said that the new prototype's analog stick was tied to movement, in order to "ease new players in" to using the two trackpads, by starting them off using just one for aiming. While he said that the prototype had been successful, and that players were eventually able to transition to the dual trackpad layout, its big disadvantage that the controller's d-pad had to be cut to make room for the stick.
When I asked if an analog stick would make the final cut, he told me he wasn't sure, and said that the controller has been through a whole bunch of revisions already, and will probably have quite a few more before its release.
Looks like they don't have much faith in those trackpads.. >_>
Slowly turning into a normal gamepad.
Keep at it guys.
Angle trackpads? What's that about?
Ok wait, they actually hired a machinist?I spoke with one of the machinists working on the project