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Have fun, Good luck!
turns out its flat out unsported. so ya, general troubleshooting will not help here, which kindof makes the point that the controllers software has problems stand all the higher.
Here's a link to show how Microsoft set the DirectInput bindings:
https://msdn.microsoft.com/en-us/library/windows/desktop/hh405052(v=vs.85).aspx
Oh and just to be more specific, Rx and Ry corresspond to Joy 1 R axis and Joy 1 U axis in DirectInput.
Direct input also DOES work... Sheesh, why don't people listen? @Da Doom Man thanks for the link, I was looking for one like that myself, then I saw you had already posted it.
again, the problem is simply that the steam controller, which works fine with any game with xinput, is not working on games that use direct input, and is not showing up in the list of controllers even when launched through steam with the overlay running.
thank you in advanced if you decide to take a look. i apologise for any foulness i am giving off, as i said elsewhere this problem gets me worked up. this wonderfull input device not working for seemingly arbitary reasons with steam overlay... and no ammount of googling helping.
No, seriously, though, the SC works with both Xinput and Dinput but since there is no driver for GamePad this kind of programming can't work. So you know, many other controllers would also not work either, not just the SC. Especially those that have any kind of mapping software. Since this game has no benefit to using an analog input, you just use a KB/M config and you are playing it within maybe 10-15 seconds. If it were a game that really needed analog input, like X-Wing series does, you can use a little something called Xoutput. What this does is it gives a virtual GamePad device for the game to hook into while also allowing the SC, or many other controllers like DS3/4 and whatnot, to use the API.
This is NOT the steam controllers fault per se and it renders the whole direct input argument moot since that game uses no API whatsoever. So you know, this is something that has happened to other devices over the years, especially when they do not use a HID compliant driver because that is what the game is expecting. This is why APIs even exist and the reason why absolutely no game ever does it that way. They would have to just hope that either the driver being used is HID or that it is close enough for their code to work. This has not been a problem really since Windows 3.1 era, before the advent of DirectX. Most if not all of those games won't be able to run on a modern machine anyways so it is usually not a problem aside from the one fringe case I know, X-Wing, and now this one freeware fan game. Seeing the quality of the 'game', I am not surprised they took the wrong route to use joysticks. APIs are there so the game doesn't have to support every kind of controller natively in their own code. If they choose not to use an API, especially one so common as Xinput or even Dinput, then they have just done the whole thing of making a game wrong.
I am also curious as to what you define as Valve "supporting" the controller. Last time I checked they are still fixing bugs, adding features and actively selling it to new customers and by my estimation, that is exactly what support means.
https://www.youtube.com/watch?v=URJozEyz6UQ
A few other ports use Dinput and I think GZDoom does too. Thing is, you have to map everything by hand so using Xinput where available is best so you have less fiddling to do.
Emulating keyboard is NOT working -_- the reason i want to get steam controller working it to use real analog controls,
er, not really. just mentioning a exact game did not occur to me. i thought i finaly isolated the problem in directinput.
its a pretty solid game other than that cringy opening cenamatic...
aha! now we are getting somewhere, ill give this thing a shot!
ok, first, did you try starmade? and if you are willing to drop cash another game with this problem is lenna's inception which uses java.
also, just cureus, did you play the game at all or just looked at the controls? if you did play it and not liked it tha'ts fine, there is no accounting for taste but to imply that it is garbage is a bit of a stretch i think.
and in regards to api, i beleve its due to using doom's codebase, its a old game that has been in development for a long time.
where did i say they where not? I dislike the route they took with it requiring a overlay and acting like a freaking keyboard. I never said they where not fixing bugs or adding features... did i give off that impression somehow?
So sorry for the wall of text here but there was just too much to cover...
As far as a real gamepad device in Windows, I too think this would be a good thing. The SC works under 99.5% or all cases but there are still those few fringe cases it doesn't. Valve needs to have their own gamepad device and a service so that steam itself can talk directly to it. This would be GOOD but not NEEDED almost all of the time. If you take a peek at my state of the SC post, you can see that I, above most others, are the MOST critical of Valve and the SC. This is because I LOVE this thing and I want to see it adopted more than anything else. The problem it that I still see some of these things as possibly getting in the way of it becoming the one PC controller to rule them all.
http://steamcommunity.com/app/353370/discussions/0/350543841947996985/
my keyboard bindings work just fine, but in my eyes mapping keyboard to a analog stick is a workaround for any game that is supposed to have controller support.
we are on the same page when it comes to lovign the controller, that is why i am so angry with not being abile to use it for some of my games. I want to make a awsome input set for controlling my spaceship with true throttles, or to try some more traditinal controls for a ramdom platformer.
the fact that it is controled by a giant like valve is also agrovating. with a small wrapper like the guys behind ds4w i feel i could sent them a tweat with a feature request with somthing, while here it feels like there is no one listining :(
anyhow, i am going to try to launch starmade directly with java and see if that dose anything, ill report back if it works